{mod} Bosses

User avatar
Sainx
New member
 
Posts: 9
Joined: Mon Mar 24, 2014 06:32

{mod} Bosses

by Sainx » Mon Mar 24, 2014 06:39

I've watched the video about mineсraft and seen as the player who shot the video won Ender Dragon. Maybe we can create a mod on bosses??
 

4aiman
Member
 
Posts: 1208
Joined: Mon Jul 30, 2012 05:47

by 4aiman » Mon Mar 24, 2014 09:45

Take a look at existing mobs. Maybe setting size and health to a greater values would do for you.
MESE monster would be cool as a boss.
2x2x2 cubes with a tail of 2 mese blocks and spikes of spinning mese crystals. One should be able to cut those crystals w/o defeating the mob itself.
 

User avatar
Sainx
New member
 
Posts: 9
Joined: Mon Mar 24, 2014 06:32

by Sainx » Mon Mar 24, 2014 10:55

good idea!
 

1704626
Member
 
Posts: 87
Joined: Thu Jan 02, 2014 22:52

Re: {mod} Bosses

by 1704626 » Mon Apr 21, 2014 01:10

maybye we could change it so dungeon masters are bosses
 

Sokomine
Member
 
Posts: 2980
Joined: Sun Sep 09, 2012 17:31

Re: {mod} Bosses

by Sokomine » Wed Apr 23, 2014 01:43

4aiman wrote:MESE monster would be cool as a boss.

Those by Zeg9 are cute :-) They make very good monsters and fit well into Minetest. You don't want to kill them, even though they're aggressive and shoot mese fragments at you. Same with the lava blobs.

Huge mobs usually require far more intelligent movement algorithms than small ones. A rat may well just jump around randomly. A huge, multi-block large creature just *can't* turn instantly on the spot.

Anyone who wants to fight mobs as the main form of entertainment is probably better off with Minecraft.
 

User avatar
Calinou
Member
 
Posts: 3124
Joined: Mon Aug 01, 2011 14:26
GitHub: Calinou
IRC: Calinou
In-game: Calinou

Re: {mod} Bosses

by Calinou » Thu Apr 24, 2014 07:56

If you are modifying Simple Mobs, very large mobs may not be able to attack people due to their large bounding box. On top of that, they will have trouble moving around tight spaces.

I suggest making a fairly large mob (3 to 5 nodes tall), which moves quickly, does a lot of damage, has a lot of health and can only be attacked with some weapons (tweak the damage groups).
 

Nathan
Member
 
Posts: 26
Joined: Thu Jun 12, 2014 23:00

Re: {mod} Bosses

by Nathan » Thu Jul 17, 2014 16:07

Perhaps you could make a Very hard to defeat boss, and then you could create the boss a tower that spawns in certain places (like the pyramid mod) and after a long trek though the tower you could fight the boss (who only spawns in the top of his tower in a special room which he does not leave).
 

User avatar
davidthecreator
Member
 
Posts: 179
Joined: Mon Aug 18, 2014 19:48
In-game: DavidDoesMinetest

Re: {mod} Bosses

by davidthecreator » Sun Sep 07, 2014 12:22

u may create a boss mod by modifying a mobs mod by sizing up mobs retexturing mobs and giving mobs crazy count of health to mobs that but u cant know will u do it first (;
 

User avatar
fessmK
Member
 
Posts: 46
Joined: Wed Sep 25, 2013 15:56

Re: {mod} Bosses

by fessmK » Mon Sep 08, 2014 21:28

I have added a few mine bosses in QuestTest (actually, updating it to include them now), and there will be MANY more to come. There are also bosses in Lord of the Test modpack. (Nazgul, Witch King, and Balrog)
 


Return to WIP Mods

Who is online

Users browsing this forum: No registered users and 37 guests

cron