hmm, the witch is maybe the mob i wonder the most about how texture pack artists will texture. either the classic witch look, or trying to experiment
I love the bats, they alot to caves.
[QUOTE=Killer monkey;37739463]I love the bats, [B]they alot to caves.[/B][/QUOTE]
Yes of course they do
The bat is a good start for the ~atmospherical~ mobs peple have been asking for for so long.
The bats better be sleeping in caves until you throw a torch down, causing them to wake and fly around in madness.
now i want genuinely throwable torches like flares
seriously how cool would that be
[QUOTE=ulvemann43;37738408]wow, it took me long to notice the witch actually got a wart on the nose[/QUOTE]
Yep, a little one at that.
Also, personally I thought the Witches would fly around on Broomsticks or even Giant Bats, though that woulda been kinda nightmarish. If such Witches were rare, however, I guess it could work, though it'd make village defense a bit trickier. Speaking of which, why not have another of George Logan's diary entries?
[I]"I can't believe what is happening; our own people are turning against us! I don't know how, but it seems that the Purification Ritual is not entirely foolproof; in a few rare cases the "restored" seem to come back "wrong". The cases i've seen based on this "incomplete purification" appear to have paler skin, small warts on their noses, lavender-coloured irises, and a misanthropic attitude towards their fellow man. We've managed to keep some of them from leaving the village, but most manage to somehow escape house arrest and escape into the Wastes and Wilds beyond the walls..."
"At night they return in cahoots with the undead, dressed in strange robes and wearing pointed hats that appear to have Emeralds embedded in them. They sling harmful potions at any of us they find; I got hit by one of those once and my exposed skin felt as if it were on fire, though thankfully I applied a healing salve after I ran that crazed madman through with my sword, but now my nose has swollen and turned a bright shade of red; I only hope this scarring doesn't draw much mockery, though why would it? I suspect Erina is the one supplying them with these concoctions; she came back wrong and never returned, so I guess she's somewhere in the Northern jungle concocting these alchemical weapons for these- these Witches! One of the scouts claimed he saw a witch flying through the air on a broomstick, however I put this down to a panicked and fevered imagination; in my experience the Lone Wizard of Technology was the main inventor of all mechanisms and sorceries in Stonewall, and as his only apprentice I can safely say he had not constructed any flying broomsticks. Sure I found a diagram for a pair of "Cloudwalker Boots" in his study, but how could the Witches have steal the blueprints if I kept the doors locked like I always do? I've made sure no-one goes in or out of the Wizard's tower without my permission; hell, i've been sleeping in the tower lobby since he left to pursue that Wither thingy 2 months ago, so an intruder could hardly sneak past without them waking me; it sort of helped to be a light sleeper back when there wasn't even a wall, since you'd need to wake up quickly if a ghoul broke down the door."
"I just wish the Wizard would return soon; if the Witches do in fact have Broomsticks, we will need to train more Guards to use Bows, but even then I don't think they'd be as good a shot as the Wizard was. But not all is hopeless; as the Wizard's apprentice I know my way around technology, and i've had an idea based on another of the Wizard's devices. Fishing Rods are good for catching fish at our swamp forts near the Wizard's Mansion, but I recall the tales he told us of his journeys into the Nether, and how he used a special fishing technique used to draw in what he described as fire-breathing flying squids. Whilst they sound like a twisted parody of the dragons of ancient legend, I find that particular fishing technique to be rather interesting, and it could come in handy for the aforementioned worst-case scenario wherein we are attacked by the theoretical "Flying Witches". The device in question is similar to a Bow, but has characteristics in common with a Fishing Rod; the strings are pulled back beforehand, and then I attach a specialized hooked arrow tied to the fishing line; then by pointing the device at a target and pulling a tiny lever, it propels the hooked arrow at the target at high speed, permitting for a greater chance of hitting the enemy. The current design uses two Bows, and was rather effective at making a Creeper rather angry during test-firing out amongst the Agave Dunes; thus it has earned the nickname "Crossbow". It actually does sound like a weapon that would strike fear into the hearts of our enemies; that is, if they actually felt fear. Or had actual working hearts, for that matter."
"I have to conclude this entry for now, as those weird winged rabbit things have started to roost up in the tower belfry again, and they've been making an awful racket. Even though I feel that it is important that I keep the tower nice and tidy for the Wizard when he returns, I do not look forward to cleaning up the "leavings" of these disgusting creatures, though it seems to be beneficial for plant-growth since the cacti have grown like crazy in the spots where i've shoveled that crazy shit out of the belfry windows. Can't say it's made the others happy though, especially not when Miranda didn't read the sign "Beware of falling bat shit" when I was cleaning out the belfry last Tuesday; had a LOT of explaining to do that morning I can tell you, and I certainly didn't like being called a "homunculus" just because I forgot to look where I was shovelling; it just doesn't seem that nice a word to use..."
-George Logan; apprentice to the Lone Wizard of Technology.[/I]
Oh man, witches on giant bats would be sweet.
[QUOTE=ralle105;37740117]Oh man, witches on giant bats would be sweet.[/QUOTE]
Or Creepers on giant bats.
[b]KAMIKAZE[/b]
BATS????
Oh man I have never been this excited about a Minecraft update in like, ever.
When did people start hating Jeb?
I think witches are fine. The combat for them is very unique (We've never seen anyone but players use potions, and the fact that the potions they throw is random is neat). Villagers are the only other "Advanced" creatures in minecraft, so I think it's very fitting that the witch is a villager.
I don't mind the witch being a villager but I don't like how it just... doesn't really bear any resemblance to a witch at all.
It's got the hat annddd that's about it.
I made a shitty [URL="http://imgur.com/8ImPu"]mockup[/URL] in paint of a way they could make the witch look more witch-y instead of just looking like a villager with a neat hat.
A second block for the torso, slightly in front to simulate a hunchback. That alone would make it look way better.
(obviously the texture wouldn't be giant solid colors but you get the point i'm trying to convey here)
[editline]20th September 2012[/editline]
But really, they should probably work on parts of minecraft that are currently weak (ie: combat sucking, half the food items being redundant, world generation being boring) before they add more stuff, IMO.
[QUOTE=Daniel Smith;37736451]Dinnerbone made the witch, not sure about the bat though.[/QUOTE]
Oh really?
How sad I'm disappointed in our mob god.
[QUOTE=TMBGFan;37740674]
But really, they should probably work on parts of minecraft that are currently weak (ie: combat sucking, half the food items being redundant, world generation being boring) before they add more stuff, IMO.[/QUOTE]
I don't really know how you expect them to fix those things. I can't think of anything they could add to combat that would actually fit the game to make it better (Adding more weapons doesn't help you fucknut), and the only kind of thing people suggest for world generation is "Make it look more amazing" or "Make it look like it used to", instead of actually describing what the result should look like and how they could implement it.
Large Biomes was a step in the right direction in my opinion. Without that world option, you can walk a thousand blocks and find seven biomes, often with a snow biome and a desert side by side.
With Large Biomes, you'd be lucky to walk a thousand blocks to even find another biome. And while it's possible to find snow and desert next to each other, it's much less likely. What we need next is like how Notch envisioned biomes working: A distribution of heat and humidity. That way we don't wind up with tiagas (Cold, Rainy) next to deserts (Hot, Dry).
[QUOTE=Rammlied;37741328]I don't really know how you expect them to fix those things. I can't think of anything they could add to combat that would actually fit the game to make it better (Adding more weapons doesn't help you fucknut), and the only kind of thing people suggest for world generation is "Make it look more amazing" or "Make it look like it used to", instead of actually describing what the result should look like and how they could implement it.[/QUOTE]
If they could somehow make PVP less click-click-click-click with whoever has the best latency being the winner, that'd be nice.
In fact, maybe a couple new weapons [I]would [/I]help since basically the only weapons worth using are bows and swords (+maybe potions) as long as the new weapons weren't just shiny new bows and swords. (perhaps a mace that you can swing around? an armor-equip-able shield you can use as a more effective version of sword blocking? i dunno! something new.)
And it's not like everyone is going to know about how minecraft's worldgen algorithm works, so of course they're not going to have much to say from a technical standpoint.
Stuff like making forests less plains-with-trees, and mountainous areas that are places that are fun to explore instead of being just raised areas, and worlds that just generally don't feel all the same, these are all ways the worldgen could be improved.
[QUOTE=Artix3;37741467]Large Biomes was a step in the right direction in my opinion. Without that world option, you can walk a thousand blocks and find seven biomes, often with a snow biome and a desert side by side.
With Large Biomes, you'd be lucky to walk a thousand blocks to even find another biome. And while it's possible to find snow and desert next to each other, it's much less likely. What we need next is like how Notch envisioned biomes working: A distribution of heat and humidity. That way we don't wind up with tiagas (Cold, Rainy) next to deserts (Hot, Dry).[/QUOTE]
The first time I tried out Large Biomes I spawned on the boundary of a desert and a Taiga.
[editline]21st September 2012[/editline]
[QUOTE=TMBGFan;37741575]If they could somehow make PVP less click-click-click-click with whoever has the best latency being the winner, that'd be nice.
In fact, maybe a couple new weapons [I]would [/I]help since basically the only weapons worth using are bows and swords (+maybe potions) as long as the new weapons weren't just shiny new bows and swords. (perhaps a mace that you can swing around? an armor-equip-able shield you can use as a more effective version of sword blocking? i dunno! something new.)
And it's not like everyone is going to know about how minecraft's worldgen algorithm works, so of course they're not going to have much to say from a technical standpoint.
Stuff like making forests less plains-with-trees, and mountainous areas that are places that are fun to explore instead of being just raised areas, and worlds that just generally don't feel all the same, these are all ways the worldgen could be improved.[/QUOTE]
For terrain generation, maybe instead of pre-defined biomes they could have generation features that are generated separately but work in conjunction. So there would be a layer that generates subterranean stuff, then the surface terrain, then features on top of the surface terrain, so that you could have forests that also happen to run up the side of a mountain or something.
[QUOTE=Rammlied;37741328]I don't really know how you expect them to fix those things. I can't think of anything they could add to combat that would actually fit the game to make it better (Adding more weapons doesn't help you fucknut), and the only kind of thing people suggest for world generation is "Make it look more amazing" or "Make it look like it used to", instead of actually describing what the result should look like and how they could implement it.[/QUOTE]
I dunno about what could alter the world generation, though maybe more kinds of weather would be interesting, perhaps even have wind. Actually, more "structures" and different kinds of vegetation would help; different geological features would also work. An actual massive mountain or a moving glacier or even the ruins of a crumbling human city could help spice up the trail mix. Also, in my opinion, sand and snow should probably flow sort of like a liquid whilst retaining its tendency to fall; maybe make it like how Finite Water used to work only it would be able to form actual piles of Sand or Snow. It'd make deserts and snowy biomes more organic; in that regard they should be somewhat affected by strong wind, with snowstorms and sandstorms being capable of changing the landscape.
As for combat, the enemies should have better AI, like making it so that they actually telegraph their attacks somewhat and don't just bump into you; for example zombies could swing their arms or grab you like the Clots in Killing Floor. If the enemies were more dangerous, like you'd actually need to be able to work around their swings and projectiles, blocking could actually be useful as opposed to it merely delaying the inevitable, and dodging could be handy if you're focusing more on agility than weighty protection. Being able to deflect projectiles is also a good thing, it helps when you battle the Ghasts; but one should probably be able to deflect arrows and other projectile attacks like Wither Balls or Witch Potions. Concerning the clickfest of melee combat at the moment, it seems somewhat equal to the simple difficulty of many current enemies, but I honestly think that perhaps one should be able to either charge up swings by holding down the button, or tap a directional key before clicking to perform a swing that has a different effect than a normal one, the latter having potential for combos.
It might seem unnecessary, but that's because it is, [B]at the moment.[/B] If the enemies were more complicated and dare I say an actual worthwhile challenge, like you'd need to employ actual strategy for a fight rather than just wave your sword at it until the Fisher-Price Shoggoth falls over and evaporates, improved ways to attack the enemies would be somewhat necessary to truly destroy your enemies and make them explode into dust, loot and souls. If fighting in Minecraft is to be an actual fun part of the game, as opposed to that which interrupts your mining or construction projects, both the enemies and the combat need some tightening up, and actually make them look like they're fighting rather than just bumping into Steve or simply throwing their projectiles with their minds. Ghasts at least telegraph their screamy death-nukes, as do Blazes, but I think that the Spider's leap should be more than just them jumping into you, like if they're jumping into you they should knock you back a fair bit; and Skeletons just hold the Bow in front of them firing arrows without visually pulling the damn bowstring back.
Also, in regards to Sneaking, mobs should have an actual cone of vision rather than just "spidey sense", though said spidey sense should be watered down, rejiggered and used to hear noises. They should also navigate towards where they thought you were, as opposed to where you are regardless of your attempts at being sneaky.
As for Food, they should have actual effects kind of like Potions. They do kind of do this at the moment, with Rotten Meat and Raw Chicken having a chance to poison you, and Golden Apples giving quicker health regen, but there's probably more that could be done. For example, and this is going back yonks, Minecraft could have Stamina (similar to Minicraft) for the sprintings and jumpings and swinging of the tools.
Meat-based foods could restore the actual Hunger meter that aids in health regen (as they do), whilst Foods like Cake and Bread could increase the speed at which Stamina is regained similar to carbs and sugars; Sugary foods like Cake or Fruit would give a bigger boost to Stamina regen but last for a short while, whilst more "traditional" carbs like Bread or Potatoes could give a smaller boost that lasts longer. I dunno what could be done with Veggies like Carrots or Cucumbers (you never know); I guess subtle potioney effects that last a very long time?
[QUOTE=Artix3;37741467]Large Biomes was a step in the right direction in my opinion. Without that world option, you can walk a thousand blocks and find seven biomes, often with a snow biome and a desert side by side.
With Large Biomes, you'd be lucky to walk a thousand blocks to even find another biome. And while it's possible to find snow and desert next to each other, it's much less likely. What we need next is like how Notch envisioned biomes working: A distribution of heat and humidity. That way we don't wind up with tiagas (Cold, Rainy) next to deserts (Hot, Dry).[/QUOTE]
It's actually just as likely to find two opposing biomes next to eachother. The only thing big biomes changes is the scale of a biome, the shape and frequency are exactly the same as the same seed with default biomes.
So, do we have any word on the modding API? Some popular mods stopped development when 1.3 came out; and I think it'd serve the longevity of this game if they get that out there sooner so we don't loose more and more mods every update.
A bit of a shame there's no new music, I'm hoping that's coming soon. Also, the sand sounds like mud when I step on it.
We definitely need more music for different locations.
Could someone make me an item texture that is basically a block of glass that is melting? I'm working on a mod and can't make pixel art for shit.
[QUOTE=Rammlied;37742836]We definitely need more music for different locations.[/QUOTE]
I envision an ancient Egyptian theme for deserts.
And viking ones for snow biomes.
why does the sound from leveling up sound like the wisp from thaumcraft?
[QUOTE=mastfire;37743468]why does the sound from leveling up sound like the wisp from thaumcraft?[/QUOTE]
It being literally the same sound might have something to do with it. C418 put the sound in some time ago.
This is probably late but i didn't realize bats actually hang upsidedown on the ceilings, i was hoping they would.
[IMG]https://dl.dropbox.com/u/52959618/2012-09-21_03.58.34.png[/IMG]
Testificates aren't happy about me flooding there homes with bats either.
[QUOTE=Lilyo;37731263]I'm the slowest texture pack maker ever. But it's coming along.
[IMG]http://i.imgur.com/3G9cx.png[/IMG]
[IMG]http://imageshack.us/a/img194/786/20120919222903.png[/IMG][/QUOTE]
You may be slow, but that texture pack is sexy as hell.
What mod do you guys have to spawn the bats?
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