• 1

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


    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.


    I've never thought about that before. Honestly, my creation process is, "Hey, that's a cool idea, I'm gonna run with it!" Which is obviously not the best process. I'll try to take your advice to heart and improve upon the Emissary (because I'm quite fond of it's concept). All I can hope for is that it turns out good!

    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 BobMowzie»

    I'm up for a wind-magic boss, and even one that resembles a Quetzalcoatl. But I don't think these specifics will work. Is there a reason players would try to fly or build up to it while it is flying above them? If they can't interact with it while its in flight, why bother having it fly above the overworld in the first place?

    The mod is designed so players can figure out mechanics and secrets without the use of wikis or guides. If a player with no knowledge of the mod found this structure and the boss wasn't there, they would assume it was an empty structure and just keep moving. Even if they did figure it out, having to wait for the mob is very frustrating.


    I'd suggest picking one: it can be fought in its structure, or it can be fought flying above the overworld. The way it is now, it kinda can't be fought in either.


    I understand. I simply wanted a wandering creature that would actually roam, unlike the Wandering Trader. But I see how annoying that would be. Let's do the temple/altar structure.

    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!

    I have a concept for a sort of air deity boss, which doesn't currently have a name (Considering "The Djinnis").


    The creature (Contemplating whether it'll resemble an air elemental, or more of a Quetzalcoatl style dragon) will mainly be found flying through the air, out of reach. If a player managed to reach it using an Elytra or a modded flying mount, the creature will blow the player (and the mount, if one is used) away using a gust of air, and fly off. The only way to fight it would be to find it's "roost", a ruined temple or altar dedicated to the creature, as evidenced by decorative blocks and items, that can be found in the mountains. You may have to camp out here, because the creature only comes here every 5(?) days.

    When challenged, the creature will perform air-based attacks, like strong gusts or miniature tornadoes. I don't know what exactly it'll drop, but maybe something along the lines of an item that can push enemies back, or grant temporary flight.

    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 Ddak4»

    This sounds a little fun but I feel like it’s a bit much for Mowzie’s mobs, I mean an entire quest system sounds like it can be its own mod all together



    Got it. I'll keep that in mind.


    dreadwalker9 has earned the respect of the jellyphish kingdom by using a Hollow Knight profile pic.

    MMORPG system deviates too much from this mod. Perhaps a beast that feeds off moonlight might be a more fitting idea.

    Image result for xenobeast


    This is pretty cool, but I'm not gonna turn the Moonlight Assassins into a bestial creature. You can submit this idea to Mowzie, though, Your Majesty.

    And I'm glad I found someone who likes Hollow Knight, too!

    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!

    You know what? I decided to improve upon the Fae Lizard. It now can summon illusory mobs and duplicates of itself, because fae are trickster creatures and masters of illusion. The illusion mobs deal no damage and disappear when hit, but still get in the way of the player. This allows the Fae Lizard to escape. If the player continues to give chase, the Fae Lizard will make illusion duplicates to confuse the player. These duplicates also deal no damage and disappear when hit. It uses magic blasts as an offense as well, but will sometimes use the poison clouds instead.

    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!


    I believe it's "fae"

    Source: I'm a Dungeons & Dragons nerd.


    Ah. I always thought I was spelling it wrong, but I had no idea how it was spelled. Thank you!

    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!

    Well, I found some old drawings and decided to turn them into mob ideas. Ideas to improve them would be appreciated.


    Fay Lizard:


    The Fay Lizard is basically a lizard, but with six legs, a large under bite that curves at the tip, and three red flower buds along it's back and one on the tip of it's tail. I imagine it being able to spray the player with some sort of plant spore stuff, which could inflict nausea or slowness or something.


    Nehal (NAY-hal):


    All I can say is that it looks a lot like the Gobblewonker from Gravity Falls, but with a small smooth head, an under bite (again), six flippers (what was my obsession with six limbs?), and a webbed frill thing running down it's neck, body, and half it's tail. I think it could use some bubble attacks? I don't know. Like I said, these guys need some fleshing out.

    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 BobMowzie»

    I feel like the cavictul fills a niche that the foliaath already covers. Sorry, but I'm not interested in it at this time.
    Stealing weapons from the player is much more frustrating than fun; I don't think it would work as a good game mechanic. Without that, it seems fairly generic. It's a poisonous melee mob. It can turn invisible sometimes, but that feature doesn't tie in to the rest of its design. I think you can get more creative than just a snake with arms.
    When I think of mirage-themed powers, I think of making things appear that aren't really there. A mob that can conjure illusions or mind control others might be more fitting.

    Ah, I see. I'll try going through my old mob journal one more time to see what I got. I appreciate the feedback.

    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 boomphobia»

    Yes, more lore would be fun. I've always wanted a lore aspect to the game, not only the one at the forums, but in-game as well. Like a story. Like mob connections here and there. So much could be done and it even might be planned. I can't wait for the future of MM


    That, kind sirs, is why I was asking. Lore. Lore makes a game fun.

    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 boomphobia»

    Yes. A dark purple colour seems really cool


    And maybe a smattering (actual word) of bone blocks to indicate what it's for. Hollow on the inside as well, like a Battle Tower. Maybe.

    Posted in: Minecraft Mods
  • To post a comment, please .