So first impressions of the glow squid (as a mob itself, and not the false fantasies of dynamic lighting) have been a bit disappointing, and I'd like to make it more interesting (and give it a use) by giving it a tangible theme:
XP.
The logic behind it is that although irl scientific explanations for bioluminescence exist, the game should have a more light hearted reasoning behind it. So, the lore is that these squids have stuck around for years, absorbing xp from adventurers, drowned, etc., compacted it under their scales and eventually starting glowing because of the xp.
But you might not want to get too close. They've become a bit too good at absorbing xp, and will (very) slowly drain your xp too! They will also gladly pick up and store any xp orbs they find lying around. To indicate the amount of xp they have stored, their texture changes in stages, becoming glowier as they absorb more (credit to Badprenup in comments). Attacking them makes them drain xp faster (based on feedback on this thread).
- This mechanic is dead useful, because it allows for the creation of highly effective albeit time-inefficient XP banks. Just get one of these guys to your swimming pool, AFK for a while, and name tag your new friend! There will, of course, be balances such as a cap on max XP.
- Killing them will drop a lot of xp, and not necessarily anything unique apart from the normal ink sac. I'd be down for a unique ink sac, but I don't think it's necessary.
- This would give the mob a unique reason to exist and look for, while also negating the need for a unique drop, such as glowing ink and the like, which have been doing the rounds on Reddit, Twitter and the like.
- Imo, the xp bank utility is a lot more useful than any drop, which just seem forced, and don't fill a niche.
- Just to be clear, I am 99% sure that dynamic/coloured lighting is not happening.
- This is also better than other suggestions I've seen, such as them pacifying hostile mobs, specifically because this fits so well with its aesthetic and general vibes.
An alternative is to make it a kind of "pinata" of xp, i.e., it drops a lot of xp on death. It could spawn near shipwrecks, indicating that it got its xp from the drowned sailors of the shipwreck. I personally prefer the above concept though.
So yeah, that concludes my post. The main point of it is to link the squids' glow to XP and then build a "character" and uses around how much they love XP.
Thanks for reading, and have a good one!
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IF YOU EXIT THE END, YOU'LL END UP AT WORLD SPAWN BECAUSE THE GAME DOESN'T CHECK WHERE YOUR SPAWN POINT WAS BEFORE THAT.
The fact that it's different is a good thing, it gives it its own vibe, its own uniqueness, its own ecosystem and actually be a DIFFERENT DIMENSION. And you're killing that. Not to mention how it's stupidly easy and unoriginal to say "haha end skeleton go brrr" especially since this pretty much has no effort put into balancing.
Compared to spending months mining for netherite? Hahaha no.
It quite literally has a boss bar, as I said before lol.
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I'm not too active here so I didn't see this before but my two cents:
This post has so many problems, it's kinda difficult to count.
Part I: The skeleton.
Part II: The respawn table.
No support.