• 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Zeklo»

    If I recall your 'overarching' plans were to have at least one unique creature per biome.

    Is that something you plan to extend to the new upcoming cave biomes?


    Yeah sure! I’ve got some loose ideas already.

    Posted in: Minecraft Mods
  • 3

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    More stuff will come later. I am almost done porting to 1.16.3/4, which will be the last version ports.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!

    Hm, these are okay, but none besides the first one really shape the way the player interacts with and approaches the boss. I'll still keep it in mind.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from dreadwalker9»

    And so, like a warrior of old, I have returned! With an update for the Withered Emissary! Am I shouting too much?! Let's just do the thing!


    So I've basically turned the Emissary into a lich, phylactery included. I'm not entirely sure how this'll work (despite how long I've been working on this), but the phylactery would be protected until you "defeat" the Emissary. If the phylactery isn't destroyed in time, the Emissary resurrects itself, albeit with less health.


    That's... all I have. Sadly. Let's see how this fares.


    That’s kinda interesting! I’m curious what will make destroying the phylactery challenging; if players can just walk up and whack it once to destroy it then the resurrection mechanic won’t really come into play.

    Besides this, see if you can think of other abilities and mechanics that interact with this resurrection ability and the phylactery. What kind of strategies does the phylactery make players employ, and how do the other abilities help or hinder these strategies?

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from aman3712»



    The Wayfarer, I believe, could be a super cool and interesting mob depending on which direction it is taken! :D

    As for the soulsand mob, I don't have an exact name for it yet, but I was thinking that these ambush predators could stand in-between the height of a player and an Enderman. They start off hiding beneath the sand in Soulsand Valleys, waiting for prey to walk by them before jumping out of the ground to begin attacking. Aside from general swiping attacks, they also come with the deadly ability to coil up before spinning rapidly, performing a Sonic-spindash like attack straight at their target while leaving behind a trail of soul fire.

    Although they have moderate amounts of health, they usually come in packs of 4-5 mobs in them. As for their drops... idk yet. Either a new weapon which fires saw blade like projectiles made of soul fire, or a new block which spawns soul fire sawblades when activated with a button, lever, or redstone.

    I even drew a rough sketch as to what they could look like! (it's a wip, so it could end up looking more skeletal possibly)


    Hm, maybe! I'll consider it for later.

    I sent the location to Brazilian Portuguese on your github


    https://github.com/BobMowzie/MowziesMobs/pull/345

    Also improve the appearance of the 'Naga Fang Dagger' in third person.



    Thanks! I merged your PR.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from aman3712»

    Truuue I figured that the Wayfarer wouldn't be possible with the current engine, but I still wanted to try creating a cool idea which incorporated the torterra-like idea and applying it to a Nether mob XD


    As for the Incinerator, he would be a miniboss! As well as an uncommon mob found in Nether Fortresses. As for the mechanical part, it could work depending on how it's designed; it mostly made of nether bricks and netherite armor for the torso and head, with some cogs thrown in on some parts. Lorewise, I also had the idea that they were powered by the souls of Blazes trapped inside of them, and the Netherite Core item contains the actual soul of the Blaze controlling it!


    As for for Glow Beetle, you are definitely right about that XD. I kinda wanted to try creating a peaceful mob that would have a really cool function/mechanic the player could take advantage of, but I didn't really think too creatively in regards to it, I feel. I also had another idea for a creepy hostile mob which would spawn in Soul Sand Valleys and would have a flaming blue, Sonic spindash attack.

    EDIT: Perhaps for an alternative function for the Wayfarer, instead of being able to place blocks on, it, you could instead give it some kind of howdah? Which can then be equipped with chests and stuff? :o


    Yeah, it would be really cool...

    I see. Yeah, worth holding onto for the far future.

    Yeah, lmk if you think of a way to polish it. What’s this soulsand mob you mention?

    Howdahs would work, but yeah that’s much less interesting...
    Quote from maxilito1546»

    Yeah, I get what you mean and i do understand that just adding tweaked textures that serve no purpose is a waste of time to at least some degree. I just thought that it could help keep cave exploration and wroughtnaut a little more fresh since after around 48 hours in the same survival world with all the best gear and a fire dragon steel halberd, when you find a wroughnaut you dont really bother to go in or anything. You might just go in just because. But you really dont have anything to gain because all you have to do is side step and then just hit it onec or twice (cant remember, it was a while ago) and then it drops. When you have played enough and you know its moves inside and out theres not really much challenge. And dont get me wrong its a really tough fight when you go in with diamond armor and some gapples but its a little bit of a one time experience. The reason i didnt think of adding the variations as entirely separate mobs is that it doesnt align with the aim of this mod. The aim is to add at least one unique mob to every biome and the variations just felt like it didnt align with said goal. When i wrote it i was well aware that it didnt align with the aim but i felt like i could just state my opinion. But like i previously said i think that a little variation could help keep the creature feeling fresh, even if its just a texture variations. To be honest though it would really help people to know the larger plan for the mod for people who are trying to help expand it. Because at the moment trying to come up with ideas the align with the mods ideals are like throwing dart while blindfolded or that mights just be my opinion, im not very observent. Also final note, i dont really know how this might come of tone wise. I really dont ever know how my writing sounds to other so jut know that nothing that could have sounded like critisims was. I was just trying to give suggestions and do know that i absolutely adore the ferrous wroughtnaut fight. That is why i wanted to help expand upon it. That is all i had to say. I hope i didnt come of in a bad tone and i wish you good day.


    Right, I don’t think texture variations would make the Wroughtnaut feel fresh again. Vanilla mobs like creepers don’t have texture variations; why should the Wroughtnaut?

    Different weapons with different properties would freshen the mob a little bit, but entirely new mobs that use those weapons would feel much fresher.

    The Wroughtnaut is intended as a mid-game boss and is balanced very specifically around the vanilla game. If you want its challenge and reward to feel more end-game or match the power of the other mods you have installed, you can change the attributes of both the Wroughtnaut and its drops in the mod config.

    You kinda lose me after this, though. Adding new mobs doesn’t align with the mod’s aim? As separate mobs, they wouldn’t be Wroughtnaut variants anymore and can be redesigned to fit in different environments and maximize variety.

    There is no specific larger plan. I just add what I think would be exciting and interesting. I accept community ideas because sometimes someone has an idea more exciting or interesting than my own. I don’t want to list out specific guidelines for suggestions because I don’t want to limit the community’s creativity. Of course, the mod has ideals in game design principles and visual interest, but these should go without saying. Coming up with ideas can feel like a blind game of darts; it’s not easy and it’s not supposed to be easy. Once in a while, though, someone hits a bullseye. Please don’t feel disappointed if your shot is a little off, it’s not a reflection on you or your creativity at all.

    Your tone is fine! I love feedback, even if I disagree.

    A good day to you as well!

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from maxilito1546»

    I dont have many good ideas and im not sure if this another case of that. I think it would be cool if the Ferrous Wroughnaut had some variants. Like different weaponry like maybe a great hammer, tower shield and spear, great sword or even a halberd. these could change the attack behaviour. The great hammer could be more damage and more aoe but more telegraphed and way slower. The spear and shield could be way more beefy and have faster attacks but less damage, maybe simple attack like a shield bash or maybe a charge and when it stops its wide open from the back and stunned for a few seconds. greate sword could be faster then the hammer but more damage then the spear being closer to the original with large sweeping attacks. Instead of a large over the head swing that gets stuck in the ground it could be more of a plunge that has a small aoe that knocks the player away. And for the halberd i really have no ideas. I just think some variation would help keep the player on thier toes. To be honest tho, it just sounds like a lot of work and is very much a half backed idea. Just thought it would be cool to see some variants of the Ferrous Wroughnaut even if the different weapons dont have any different abilitys, it could be as simple as a differnt weapon in its back or just a broken horn or some texture variantions. Heck some biome varaints would be cool as hell with like an overgrown and rusted version(Maybe a Nether version with some form of fire attacks). The different weapons could pretty easily just be retextured versions of the axe. But no matter if this is a good idea or not i still and will always see this as one of the greatest mods that exists for minecraft and i belive the community needs more devs like you. Thanks for keeping the mod alive for all these years and i hope this idea, even if its not ipmlemented, could help spark some ideas. Good luck, Stay awesome.


    I don't believe in mob variants unless the variant expands on the original mob's concept. Wouldn't all of these Ferrous Wroughtnaut variants you propose be better as completely new mobs instead?
    Quote from renan2004skura»

    Hey Bob i got you a new mob idea, hope you like it!


    The Desert shell

    The first impression of this mob is of a big sea shell in the middle of a desert, to activate the battel the player must hit the shell, it is in a dormant state and will not harm the player and will stay completely still, after hit the desert shell will rise out of the sand and will present it self as a big lizard with a huge sea shell on his back, the lizard is also completely covered with sand and other rubble, in this fase his attacks are more sluggish but hit with weight, his attacks could be tail strikes, paw slaps,roiling, blocking with his shell and throwing sand to try to blind his opponents, to go to his second fase you must break his shell and get rid of his rubble sticked to his body (there could possibly even be equipment and other junk stuck to him too), the second fase he presents himself as a iguana like lizard with a sticky mucus excreting from him and a foldable sail on his back, he would be much quicker in this stage, he would still have his tail and claw swipes however they would be quiker but less damage however in this fase he would do more ranged attacks, he would be able to shoot his stick mucus and passively leave it on the floor, when the player walks on the mucus the would get the "stick" status effect,when the effect is applied the player would have to limit there movement since the more they move the more rubble would stick to them making there movement slower depending on the terrain they walk on, it can also shoot cactus spikes from its mouth since its primary food source is cactus, the attack would be in a more of shotgun like blast, the last special attack would be with his foldable sail on his back, the sail would have to unfold and charge (in the sunlight,btw he can move and attack while the sail is out), after chareged enough the sail will fold and unfold rapidly before unleashing a blinding light (sort of like a flashbang) blinging or stunning the player, while the sail is out it would grant extra damage if hit as his weak point.



    Drops:I was thinking of 2 main drops.

    First vases filled with mucus, you would be able throw these vases and leave a puddle of mucus that is walked on would put the "sticky" status effect on any mob that walked on it.

    Second a hand fan that would be made of it's sail, you could hold it on your of hand and charge it to be able to unleash the blinding flashbang attack.



    Lore: Basically these Desert shells would start life in the ocean hunting small fish at night and at day basking at the water surface in the sunlight with there sail,at this stage in there lofe they dont have mucus or a shell, when maturing they would dig up a sea shell and place it on there back and make journey out of sea and to the deserts, but why use the shell or go to the desert you may ask? Well the shell is needed to protect them in there journey to the desert since juvenile Desert shells are the favorite prey of nagas, the shell would protect them from its poisonous projectiles, the reason they go to the deserts is to find there favorite food...cactus and as a byproduct of there food choise the mucus is made.

    I hope you like my mob idea :)


    Sorry, I don't think this is quite what I'm looking for. Finding a giant shell in the desert would certainly be cool, but the fight that follows seems disjointed. You have a lot of totally unrelated design elements stuffed into this mobs in ways that don't really work together. For example, you've given this mob two ways to blind players (sand and sail flash) and no move or ability that benefits from blinded targets. Consider instead picking one method of blinding players and give the mob a reason for doing so, like an attack that is easy to dodge when you can see but hard to dodge when you can't. Or remove the blinding mechanic entirely, as there is plenty else to work with here.
    Strip the mob down to its core purpose, and build everything around that. Less is more!
    Quote from aman3712»

    Back at it again with some mob ideas, only this time they're going to be Nether themed! These are all pretty ambitious ideas, and I wouldn't be surprised if one or two of them end up not being possible in Minecraft's engine XD


    The Wayfarer


    A neutral mob and a distant cousin to the Strider, Wayfarers are massive dark-orange colored mobs whose bodies consists of a large flat torso with long, double-jointed front legs and one back leg. Wayfarers can be found migrating across vast oceans of lava in the Nether in small herds, using their long legs to kick any mobs that threaten them or their young. To tame these towering creatures, the player will need to feed it a Warped Fungus Cake, a new food block made from 3x warped fungus , 2x sugar, 3x milk buckets, and 1 egg. The the player must place the cake down near the a Wayfarer on the ground or on any solid platform, attracting it to it and causing it to bend down to eat the cake.


    Once tamed, the player can place a ladder that will allow the player to reach atop the Wayfarer, where they can place blocks on top of the Wayfarer's 6x6 head; chests, furnaces, crafting tables, etc.. The player could even build a small house on top of the Wayfarer's head to have a mobile home in the Nether. However, the more blocks the player places on the Wayfarer's head, the slower it will move due to the weight.


    The Incinerator


    A new rare threat found in chambers within Nether Fortresses, Incinerators take on the form of blazing quadrupedal constructs made of Nether Bricks and Netherite, with cannons extending from either side of its torso and heads which appear like empty Netherite Helmets with horns. Being impervious to melee attacks, Incinerators switch between two attacks; charging up their twin cannons after a short windup to unleash to fire a hail of firebolts towards the player similarly to that of a gatling gun, and a close range attack where it breathes fire from it's head if the player gets too close. The damage from it's primary attack, however, will fall off over longer distances as the bullets are subject to a wide cone of fire.


    To defeat an Incinerator, the player must fire arrows into its head in order to deal any damage into it. This can be done by waiting for the construct to finish shooting it's cannons to take a moment to cool down, giving the player the chance to break from cover and fire an arrow at it. 3-5 well placed arrows to the head is enough to take down an Obliterator, causing it's head to explode and it's body to crumble. Additionally, the Incinerator's arms can be shot off as well, by firing arrows at the weak spots in-between the cannons and the torso it's connected to.


    Defeating an Incinerator will cause it to drops bunch of nether bricks, as well as two new rare materials; Netherite Cores and Netherite Gears. Both materials can be used to craft a new weapon and a new tool; the Nether Guzzler and the Bale Thruster. The Nether Guzzler is a two handed weapon which allows the player to use the Obliterator's primary attack, shooting hails of firebolts onto enemies, dealing high damage until it overheats; firing it for too long will result in it igniting the player for 4 seconds. the Bale Thruster is a new jetpack with two charges before it needs to recharge. On use, the player performs an initial liftoff, sending it a short distance upwards. Shortly after, the player will take off with a quick blast that launches the player in the direction they are aiming.


    The Glow Beetle


    A small and peaceful mob, Glow Beetles can be found all across the Nether, fluttering around until they find Glowstone to feed on. The player can use Glow Beetles to harvest Glowstone Dust by dropping a bar of any metal close to them, in which they'll chew on it in order to sharpen their fangs before going to the nearest Glowstone they can find. From there, Glowstone Dust will begin to drop as the Glow Beetle feeds, essentially allowing the player to collect Glowstone Dust without breaking the Glowstone. Killing a Glow Beetle will drop nothing.


    Love the wayfarer, but gosh I can't begin to imagine how to get this to work. I've actually wanted to make a torterra-like forest turtle mob that players could build bases on for a while now, but simply can't. Even the Create mod doesn't let you build on the moving blocks until they're stationary. Gonna have to table it for later.


    The incinerator is really cool as well. But are mechanical constructs consistent with the Nether's atmosphere? Maybe. I gotta think about it a bit more. It's like a miniboss, right?


    Not sure about the glow beetles. Giving them metal to sharpen their teeth before they can eat doesn't make much sense, and I don't think players would figure it out on their own. Plus, isn't infinite glowstone from a single block a bit unbalanced? Still, the image of beetles collecting around glowstone in the nether is pretty cool. It just needs some mechanical revision.

    Posted in: Minecraft Mods
  • 2

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from foreck»

    Hi again, It occurred to me, that in addition to texture support, it would be extremely useful if you think you could switch your structures to use the Minecraft structure system just as mods like Better Nether in 1.12. That way, we could access those structures using Resource Packs and edit them to offer further mod compatibility; for example, adding new blocks from other mods to the Ferrous room or decoration to Barakoa villages! Thanks again for your continued effort ^^


    Oh funny you mention it! That’s already done for the upcoming 1.14 port.
    Quote from Robijnvogel»

    Hey Foreck,


    I have converted some schematics from old formats to new formats before and depending on the volume it would be efficient to do it either manually or write code/a program to do it automatically.

    Writing conversion software takes some time, effort and skill. I think that the only person here with enough skill to do so would be Bob himself.


    Converting schematics/structures from one format to another manually by loading up the game, placing it and then saving it in another format, however, could be done by basically anyone with time and a bit of game/command knowledge.

    Perhaps this could be you? :)

    @BobMowziewhat do you think?


    Already done! Look forward to it in the next release.

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from squidkid999»

    sorry! thanks for the feedback


    No need to apologize! I enjoyed reading it anyway.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from squidkid999»

    I had a mob idea, it's a huge lobster with a bunch of eyes and four mandibles near its mouth. It burrows itself in sand and clay in pools on beaches, or near ocean ruins. It could throw rocks or attack with its claw, and it could roar to wake up others. It might drop some sort of food that could give you water breathing


    I'm sorry, but this just isn't what I'm looking for for Mowzie's Mobs. Thanks for the suggestion, though!

    Posted in: Minecraft Mods
  • 1

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Accelerus»

    Not to interrupt the interesting discussion about these archenemy mobs that put the player in crossfire


    But I gotta say BobMowzie, thanks so much for making and sharing Mowzie's Mobs.

    On a whim, I remembered this mod and decided to check how it was going, and you've really added a lot to it.

    It's been years already since I last played this mod (and Minecraft in general) but it has remained the standard for what peak-quality should feel like. Of course, I've tried other peak-quality mods like Betweenlands and those from the team MinecraftAbnormals, but Mowzie's Mobs still has a special place in my mod folder. From reading your comments on this forum and playing with the mod itself, it's served as a standard for great game design in general, with hooks and implementations and etc. and I've really gained a greater understanding of what makes mechanics interesting to players. I'm definitely able to incorporate these things into my own little coding projects.

    It's awesome that you still work on this mod (in your free time, of course) and still occasionally respond to comments on this thread.

    I just want to encourage you and let you know that your work is great, inspiring, and helpful beyond simply being fun. Have a great day!


    Wow, this is very high praise! Thank you so much, I'm so glad you enjoy MM this much!

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Ddak4»

    I’m not sure where to go with this concept but how about a mini boss battle with two mobs that are locked in combat with each other, and you just get caught in the crossfire, perhaps you can help one of the mobs win the fight and you’d get a unique reward from the mob you try to help out


    Wow, I actually love that! I’ll have to brainstorm what the rest of the design would be, but that has so much potential.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from CatosBobu123»

    Will there be a way to catch grottols easier when they climb? Like maybe something the earth talisman can help you with. Maybe hitting the grottol with a geomancy boulder will daze it, and prevent it from climbing and maybe also digging for a few seconds, but not from running. And maybe there could be blocks that grottols can't climb up, like ice or glass.

    Edit: Btw what's your oppinion on the old and new vanilla textures, and will you ever add alternate textures to mobs that are designed to camouflage themselves to old blocks whose textures changed(like the grottols), for the dev art fans?



    I haven’t said for sure whether or not grottols will have climbing AI. Depends on if I can use the code from Spiders 2.0 or not, and if it actually makes them more fun.

    The earth talisman will be a very rare item. I can’t base a mob’s weakness on a tool very few players will have. Definitely will limit what blocks it could climb, though.

    Instead, I’d rather just slow its movement speed down and increase the time it takes to burrow.


    I like the new textures! Any of my mobs that use vanilla textures will have those updated to match. If players want the old textures back, they can override them themselves using a resource pack.

    Posted in: Minecraft Mods
  • 0

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from Ddak4»

    Hey Mowzie, I’m not sure if you’re still interested in making grottols walk along wall and ceilings but I think there might be a way to accomplish this, there is this cool mod called spiders 2.0 that changes how spiders move and climb


    they flip vertically when they climb walls, and can be completely upside down, the mod creator also made it so that they can still pathfind to the player through complicated terrain, maybe you could ask the creator a few questions if you want to


    here’s the link to the mod on forge and stay safe


    https://www.curseforge.com/minecraft/mc-mods/spiders-2-0


    Well aware, thanks! I work with the author of spiders 2.0 on The Betweenlands.

    Posted in: Minecraft Mods
  • 2

    posted a message on Mowzie's Mobs: Powerful overworld enemies and more! - Version 1.5.14: Down below and up above!
    Quote from dreadwalker9»

    So, I decided to give the Withered Emissary a scimitar along with its staff to help with the melee problem, as well as came up with a list of possible attacks:

    Melee/Close Range:

    Staff Swing: The Emissary swings its staff at the player (Common)

    Soul Barrier: A wailing wall of souls bursts out of the Emissary, striking anyone that is too close. (Uncommon)

    Scimitar Slash: The Emissary swings its scimitar at the player (Common)

    Double Strike: The Emissary attempts to strike the player with both staff and scimitar (Uncommon)

    Midrange:

    Spirit Pulse: The Emissary slams its staff into the ground, creating a shockwave of souls (Uncommon)

    Soul Flame: The Emissary creates a ring of blue fire around it in an attempt to engulf its enemies (Uncommon)

    Unearthly Wail: The Emissary gives out a blood curdling shriek, knocking back enemies and giving them Weakness for 10(?) seconds (Uncommon)

    Lunge: The Emissary lunges at the player (Uncommon)

    Ranged:

    Withering Orb: The Emissary launches an orb of Wither energy at the target (Common)

    Spirit Flare: The Emissary gathers mass quantities of soul in preparation. Once completed, it releases a beam of soul fire at the opponent. The preparation phase goes faster if a big enough amount of Soul Sand is nearby (Infrequent)

    Wither Skull: The Emissary sends out a shrieking Wither Skull that homes in on the player. Not very well though… (Uncommon)



    The issue with the last iteration of this suggestion wasn’t that it lacked a melee attack; a boss can have only ranged abilities. The issue was that the idea was underdeveloped.


    In this iteration, I think you have the opposite problem. You’ve listed a ton of relatively generic attacks. Most of them are redundant, simply doing damage via a projectile or melee hit. For a boss like this, it’s not enough to just damage the player with pretty effects and cool animations, sometimes inflicting a status effect. Mobs, especially bosses, need a hook - a core gameplay and design element that makes the mob interesting. This can be a weakness or a strength or a special role in gameplay. All of the mob’s abilities and attacks need to play off of this hook and support it in interesting ways. Players should be able to learn and understand that hook and develop new strategies and ways of playing around it. A mob is not just new because it looks different and has a different name, it’s new because it makes players interact with the game in new ways.


    Take the grottol for example. It’s hook is it’s a mob that you have to chase down to get a reward - something Minecraft didn’t really have before. It’s resistant to ranged attacks, forcing players to actually chase after it to hit it with a pick. It can hop into Minecarts to get away. It can burrow and disappear if chased too long. Its design is cute and its death animation is sad, making players feel a twang of guilt after chasing it down. All of these things support its hook. (It has a secondary hook too revolving around its living ore theme, which allows you to use silk touch and fortune enchantments when you kill it.) And that’s it! It has no combat abilities, because that wouldn’t support the hook.


    Now take Barako. His hook is that he’s a powerful ranged opponent, but he can’t move. So he mainly deals damage from far away with sunstrikes and summoned Barakoa minions. Players will no doubt close in to hit him, so he pushes them away with a solar flare which has high knockback but barely any damage to put them back in his sunstrike gauntlet. The sunstrikes seem to be a basic ranged attack at first, but if you think about it, they come from the sky, allowing clever players to avoid the onslaught by hiding under or building a roof. This is a valid strategy, but once Barako loses some health, he gains new abilities that expand his hook and throw a wrench in players’ plans. His solar beam is line-of-sight based but slow to focus on a target, getting those players camped out in front of him under a roof with a bow but not those running quickly through his sunstrikes. His supernova move was developed specifically to counter players who wall themselves in next to him under a roof or below his throne. It deals massive damage around him, but only after a long charge up time that allows players that haven’t blocked themselves in to get away. It only lifts mobs up and towards him to damage players that dig far down beneath his throne and try shooting his butt with arrows. Every ability has a purpose that works together and supports the hook. It’s streamlined: only 5 abilities. If I gave Barako a big wooden club to wield, it might look cool but it wouldn’t support his hook at all - so I didn’t.


    Designing mobs is hard and takes time. But I don’t need a full design from a suggestion. Some of the best suggestions I’ve received were just cool hooks I hadn’t thought of. Think really hard and find that hook.

    Posted in: Minecraft Mods
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