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Josiah Gibbonson

Vintarian
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Everything posted by Josiah Gibbonson

  1. I have a hard time believing mild spawn animations would effect the game in that way. I've seen minecraft run smooth as butter with mods like that- heck, mods that demand so much more than that.
  2. I...know this. They spawn in low light levels, in story chapter locations, rifts, and during temporal storms. (And storms can happen any time of day) I love the storms! I like that monsters can spawn in your house during them because they sometimes look like phantoms. I just think it'd be better if they didn't just poof into existance at night. At least have temporary rifts appear on the ground and walls and show them coming from them- or maybe even show them phasing into reality. But when I go into my unlit basement, why the HECK are they spawning there without a rift? Very immersion breaking.
  3. Wish they would communicate that better though. Like- why is it that warping spacetime only occurs in low light levels? Why don't they glitch into existance in the daytime too? I get they're unnatural, but it's the opposite of immersive when they just have the same mechanics as minecraft monsters- just with portals sometimes allowing them to spawn during the day (which I wish was better animated)
  4. If we're being honest there's not a lot of horror in them spawning in my house, just annoyance and irritation >-> I have been jumpscared once though lol
  5. It might just be me, but I really dislike the way monsters in this game are implemented outside of the story chapters. They feel unnatural. Don't get me wrong, I like their designs a lot, but the way they're implemented feels lackluster. I mean, the storms are fine...ish. It's been mentioned before, but actual weather changes and annomalies that occur to warn you when a temporal storm is approaching instead of a chat message would be a godsend. But the portals and the whole "spawning in the dark" thing is awful. Multiple times portals have spawned near or inside my house and began spawning those creatures. And since my basement wasn't lit at the time, they spawned there too. How?! There aren't any windows, and something can't just come from nothing. Are they part dust-bunny abomination?? So here's the idea- instead of spawning in darkness, they're locked to structural spawning (like ruins, abandoned fortresses, ect.), the temporal rifts, the temporal storms, and specific "biomes". For example, "withered" spaces on the map could spawn. Places with very low temporal stability would have this effect. The grass would be brown and rotten, bits of sharp metal would litter the ground. Trees would have no leaves, water would be black and polluted. You could find skeletal remains all over the place, as drifters spawn here. That way instead of finding a nice place to call home and then "oh no, low temporal stability spot!" It'd be more visual. As for portals, I'd make it so they couldn't spawn near player placed blocks a certain distance to prevent accidental in-house spawning. But, during temporal storms, rifts could open up ON player placed blocks (for example, in your house) to prevent house camping. Portals could either be floating, or attached to surfaces like rifts to other dimensions- and if any flying monsters get added, large portals and rifts in the sky. They'd all be different shapes and sizes, and monsters would actually climb through them to spawn rather than poofing out of thin air. In addition, you might be able to enter the rust dimension or something if you walked or fell into one. Portals could appear much more frequently underground so there's still threat there- although I'd personally add some giant insects like centipedes or roaches to take care of that issue. As for nighttime, just make wolves spawn more frequently during it, on the hunt. If poisonous snakes were added, or other dangerous critters, night would have a little more natural of danger rather than "look at all these drifters, grunting at my door despite not being able to get inside. I wish they were wolves so I could just hear howling instead of bodily noises attracted to me like zombies to fishsticks." (And don't get me started about running about in darkness and getting sniped by several bowtorns >-> . . .would much rather accidently step on a sleeping black bear)
  6. I have all the crafting materials and put them in the grid, but nothing's happening. Is this a bug?
  7. When status effects or debuffs are finally implemented, the following could be some neat ones to add. (Some rework existing mechanics) each status effect/debuff will be listed first with one or more triggers, and then one or more cures. Some will have varying levels of intensity. -------------- STARVING: Gotten by: Hunger Meter tries to drop while already at 0 Effect: Block breaking speed decreased by 15%. vision sometimes shakes. Take a bit of damage every few seconds. Can eat raw meat if you have this debuff. Cured by: filling hunger meter by 20% or more. --- FOOD POISONING: Gotten by: Chance to get food poisoning after eating raw or spoiled food. Effect: Walk speed decreased by 15%. Stomach gurgle sounds here and there. Every few real-life minutes, chance to "throw up"....emptying hunger meter by a good chunk if it happens. After throwing up, take extra damage from all sources for a little while. Cured by: Either waiting it out, Throwing up, or sleeping. Be careful sleeping, it could cause you to wake up and then throw up halfway through. --- DISEASED: Gotten by: Small chance to get this debuff in a few in-game hours after being in close proximity to flies. Effect: -10% walk speed, -10% mine speed, +10% saturation drain, take 10% extra damage from all sources, and deal 10% less damage by all sources- vision is also slightly distorted. Percentages increase by 10% in the evening, then by another 10% at night, before resetting in the morning. If in close proximity to other players, they can get this debuff as well a few in-game hours after contact. Cured by: Waiting a few days. If the amount of blocks walked in a 24-hour period is below a certain amount, cures itself in much less time. Taking medicine (if it gets added) will cure disease within a few in-game hours. Once the debuff ends, it will prevent you from getting the debuff again for a full in-game month. --- HICCUPS: Gotten by: very small chance to get after drinking liquids, like beer or wine. Effect: little hiccup noises come from you every now and then. Cured by: After a few in-game hours, status effect removes itself. --- TIPSY: Gotten by: Drinking alcohol has a chance to give you this status effect. Effect: a lot of screen distortion. If you drink more alcohol while you already have this debuff, you have a chance to throw up. Walk speed is randomly increased or decreased by 15% every real-life minute. Cured by: Either waiting several in-game hours, or sleeping. ---- CHILLED Gotten by: Body temperature dropping below a certain point. Effect: Screen shiver effect. Can turn into the freezing status effect if body temperature gets lower. -15% block break speed and -5% walk speed. Cured by: increasing body temperature above a certain point. --- FREEZING: Gotten by: Body temperature drops a certain amount after getting the chilled effect. Effect: Take damage here and there. -25% walk speed, and mine speed. Take 20% more damage from all sources. If temperature isn't increased soon, can give you the frostbitten debuff every few real-life minutes. Cured by: Increasing body temperature to turn it back into the "chilled" debuff. --- FROSTBITTEN: Gotten by: Having the Freezing status effect has a chance to give you this debuff every few real life minutes. Effect: Same effect as freezing, with the added effect of taking damage every time you break a block. Cured by: Raising temperature. Use a bandage after raising temperature to cure it quicker. --- OVERHEATED: Functions the same as chilled, but for hot weather. (Character makes panting noises instead of chilled screen. Screen wobbles here and there as well) --- HEATSTROKE: Functions the same as freezing, but for hot weather. Instead of giving frostbitten it has a chance to give the burnt debuff. (Character makes panting noises instead of chilled screen. Screen wobbles here and there as well) --- BURNT: Functions the same as frostbitten, just for hot weather. You have a chance to get this debuff after catching on fire or stepping on something really really hot. --- BLEEDING: Gotten by: When below 50% HP, every bit of health lost past this point has a chance to give this debuff. Effect: drop little blood puddles here and there. (Blood puddles attract wolves) Take a tiny bit of damage every time it happens. Cured by: Using a bandage or waiting it out after HP is above 50%. --- LIMP Gotten by: When below 50% HP, every bit of health lost past this point has a chance to give this debuff. Effect: visual limp effect, -30% walk speed Cured by: using a bandage, or waiting it out once HP is above 50%.
  8. I wonder how difficult it'd be to just make each individual chime physics based- where they just hang by their strand and can be pushed around by other objects to create noise. Probably not something worth doing unless the devs want to make wind as a whole more detailed
  9. Well, I'd just have the wind chimes react to wind direction like all the plants and leaves do and leave it at that if I'm being honest, lol. If the grass is gently blowing in a direction, so will they- if it's strongly blowing in a direction, they will as well. For actual purpose, they could begin to sway and chime unnaturally to alert players of an upcoming temporal storm, if temporal storm alerts get removed and the storms become more immersive.
  10. Honestly they might need to add branches to trees in order for some smaller birds to perch realistically. Unless they plan on having the birds vanish into the tree leaf blocks, and just be "cached" there to make noise until they leave or the leaf is broken. But then you couldn't go birdwatching and actually see them.
  11. Beats me. I just want an excuse to chisel out tiny little chess pieces and play chess with my buddies lol
  12. The fruit trees are new right? Or newer? Maybe they could be an indicator other trees will follow suite in having branches. Beats me though.
  13. Maybe while holding a small object (either chiseled, or like a bowl or flowerpot) you could hold down a key to change the sort of grid you place them down on- so you can put them precisely where you want them on custom-chiseled shelves by being able to move them back a few pixels, or placing two right next to eachother. It'd probably be sort of complex to implement, but it'd be really neat to add because then we could make custom made chess and checker board game sets- chisel out small, custom figurines and place them precisely on custom, chiseled out checkered boards.
  14. I like you can rename chiseled blocks, but it'd be cool if in a similar fashion we could toggle from the same menu if the block can be picked up instantly by right clicking. (To prevent abuse it'd have to have less pixels than a half slab to allow such easy pickup) That way you can easily move smaller chiseled objects from place to place (like little statues or clocks you chiseled for yourself)
  15. Just as the title says! Add different kinds of wind chimes we can craft for some musical ambiance during windy days.
  16. We have gliders, why not kites? With some linen, sticks, and flax twine, you can craft a kite. You'll be able to dye them different colors, and traders can sell kite schematics to give them different shapes and sizes. Some patterns glow in the dark! If you hold a kite in your hand, hold the right mouse button down while running, and the kite will slowly ascend to the skies above if it's windy enough. If it's not windy enough, the kite will simply ascend a tiny bit behind you until you stop running. (Kites can be used in a rather niche way to let other players know your location) If you hold your kite in your offhand after it ascends, you can do other things with the stuff in your hotbar without the kite descending back into your inventory. Be cautious, kites will attract lightning bolts during thunderstorms if they're high enough, and can get stuck in branchy tree blocks. If a kite gets stuck, it'll vanish from your inventory and can visibly be seen attached to the branchy tree leaves until you climb up to retrieve it. With a kite in your offhand and a kite in your main hand, you can fly two at once!
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  17. Will they eventually give trees actual tree branches so they can appear bare in winter, and also stand out from minecraft's trees? or not?
  18. My one fear if they add bird sounds without actual birds they'll think it's fine to put off making the actual mob since "hey, we have the ambiance now...move them to low priority!" I mean, they're probably already low priority. But I'd hate for them to fall lower! Oh well, we'll get our birdies eventually :c
  19. Surround the crafting grid with linen, and put one piece of dry grass in the middle to get a "stuffed linen block." Placing this block down, you can use the sewing kit in your hand to "chisel" it like the chisel and hammer, and design yourself a cute stuffed animal. You could also create and add unique different-sized buttons to it the same way. If you hold the stuffed animal in your hand while going to bed you'll sleep for an extra thirty minutes. If you right click the stuffed animal, it'll briefly squeeze itself together slightly and make a little noise based on the material you stuffed it with. (Stuffed plushies are flammable, be careful with them!) Depending how much you "chiseled" off of them, they will either be as big as a block or small enough to fit four different plushies on the same block.
  20. This ten block tall Tripedal enemy isn't really supposed to be much of a pain in the rear, the only reason I suggested it is because it'd be intimidating to look at and the sound of sirens in the distance would give a sense of urgency. Although yeah, I'd have it drop pretty good loot to make it sort of an optional miniboss.
  21. I'd prefer not to have any bird noises until the actual mob is implemented, due to the fact almost every animal noise in the game so far is anchored to an actual mob- if you follow the cricket noises you'll find the tiny little crickets hopping in the grass!
  22. "It's movement is quiet as a mouse, the sharp tips of it's legs gently piercing the soil as it strides along. It's tripedal form towers above the trees, the thin limbs of the beast casting their shadow far across the land. It has no hands to grasp, no stomach to digest, no eyes to see, no nose to smell, no ears to hear. It doesn't even have a head. On the tip of where the three legs meet, a combination of rusted foghorns are fastened, pointing in each direction of the horizontal plane. Thin strands of black hair blow in the wind below the foghorns and legs- it's skin so thin bones are seen. As it walks along aimlessly, the sound of it's air sirens can be heard- a bad omen of what's to come during the storm." These large Tripedal enemies serve as ambiance, only appearing during more difficult temporal storms. They don't hunt the player, and instead mind their own business. Any monsters near them recieve an attack boost, and any monsters that spawn near them have increased health points. If threatened, their echoing airhorns turn to the sound of radio static, as they try to impale you with their legs.
  23. While holding a snowball in your hand, press F to change from throwing mode to rolling mode. While in rolling mode, crouch and hold down the right mouse button to place the snowball in front of you, and roll it while moving. Rolling it on top of snow will remove snow layers while increasing the size of the snowball. When you stop rolling the snowball in your inventory is now a different size, and can be placed down. You can stack three or more on top of eachother and then add carrots, sticks and coal along with hat accessories to make a snowman. (Or Snowoman?l The bigger the snowball the less distance you get while throwing it. (Snowballs of different sizes won't stack together)
  24. Is there any estimate of when they'll add birds? The world feels so lonely without little bird chirps.
  25. Probably dynamic. I'd make it so "occupiable caves" spawn in the surface, with some spawning populated and some spawning empty. If a wandering wolf pack or bear stumbles upon an unnocupied spawned cave, they turn it into their den (I.E, their new spawning point) During winter, bears will actively search for empty unnocupied caves to hibernate in. Players can also clear out these spawned structures, turning them unnocupied again. Would make it so you couldnt just destroy a wolf den and never have to worry about any spawning around that area often again- you'd be good for a while if you left the corpses in the now-empty den, but soon enough a bear or wolf will decide it's time to move in themselves.
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