Views : 141,522
Genre: Gaming
Date of upload: Jan 4, 2024 ^^
Rating : 4.917 (120/5,649 LTDR)
RYD date created : 2024-05-11T05:31:44.518868Z
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Top Comments of this video!! :3
Really, i love how this dwellers actively interacts with the environment. It actually feels alive, skittish and with his own reactions to the player's inputs.
The only thing i would really like for them to do, however, is make it so other mobs, once the Dweller is Aggroing, run away in the opposite direction to the player.
This would help not only the gameplay, since the skeletons and zombies being there most of the times just make the Dweller annoying to fight, but it would make said Dweller feel special.
This would also include villagers.
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Honestly what would've been cooler that if the Cave dweller doesnt do anything to the player until it enters a certain depth in the mines.
With the more the player gets into the caves/mines sytems going deeper the more aggravated it gets with its creasing stalking/sounds. To a point where the Cave dewller will THEN! Follows the player onto the surface.. With the Cave deweller only appearing at nightfall, while the daylight is safe since its scared of sunlight.
And the effects will be lasting till the player dies reseting the cycle.
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I had an idea for a "dweller-type" monster. I call it - The Corpse Walker. (If anyone can code I would appreciate you looking into this) (By the way Creation is scarier than this)
It would have multiple ways to scare the player and it can spawn anywhere, even during day, although less likely.
Mode 1 - Stalking mode. Behaves basically like a cave dweller, but what's unique is that in stalking mode, it doesn't try to attack. It just stares at you from the other end of the room, making you uncomfortable. After 1-2 minutes of stalking the player, it would disappear.
Mode 2 - Hunting. It would spawn in a 400-block radius from the player and start hunting mobs. this can be any non-boss mob, meaning it could hunt other dwellers. When it kills the mob, the mob doesn't necessarily die. instead, the Corpse Walker burrows INTO it. When the mob dies or despawns, it crawls out of the mob's corpse and chases the player. the mob it is burrowed into cannot naturally despawn, unless it has a feature like the cave dweller, and despawning is a feature of the mob.
Mode 3 - Attack. This mode is activated at a 1/5 chance when it finishes stalking you, or when the mob it is infesting dies/despawns. It will rapidly chase the player, inflicted heavy damage and piercing shields. It stays in this form for 3 MINUTES.
This would also have a built in sanity mechanic, or just compatibility with the sanity mod. If your sanity depletes below 50%, he will always attack you when exiting stalk mode, and when he sees you when he's hiding as a corpse.
In any of these modes, it can: Run, Walk (If not actively chasing), Climb, Swim, Crawl, and break doors. If it cannot reach you or an area connected to you, it will teleport and inflict the blindness effect for half of a second (blinding you while it teleports.) Nothing can stop this, even if you wall it off. your only choice is to run.
Model is up for interpretation, I was thinking as tall as an enderman, with no teeth or mouth of any kind. A tall, lanky, pitch-black humanoid, with bloodstains on their skin and eight hollow grey eyes arranged on their face. (Also very long fingers because SpOoKy)
Possible extra animations:
Peeking around a corner
Climbing
Crawling
Climbing out of a mob's corpse
Dying (It could turn to black fog or something)
Killing the player (by the way it can burrow into player corpses too, and it tries to do what others are doing when in this form. if it stays a player for 2 minutes, it crawls out of the corpse and is hostile toward all players for 3 minutes)
And that's my concept for the Corpse Walker. Nice video by the way.
(I can't code because skill issue)
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i think the issue with a lot of these mods is the over the top sound effects.
Imagine how eerie it would be if you were just looking around and saw him staring at you in the corner of your eye without any audio cues to let you know he's there? Or if instead of screaming in the distance when he's not attacking you, you just heard footsteps or leaves rustling as if the creature is actually tryna sneak up on you?
The feeling of emptiness and loneliness is what made Minecraft singleplay unnerving for a lot of people, and I feel like these creatures that start screaming out loud and running at you take that away, of course they'd still attack you otherwise the player would grow desensitized to it eventually, but it's still a good thing to think about, people need to stop thinking so much about the chase mechanics and develop the stalking mechanics more, as those are the ones that actually strike fear and paranoia into the player
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Honestly, if I could add anything to the cave dweller , I’d give it both the ability to sprint on all fours if it fails to catch up with the player.
I’d also add of an more ambiance feeling while improving the noise.
It’d also be terrifying if it started targeting villagers and iron golems & not just the player, as well as other mobs as shown in 11:40
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10:48 I hear the shrieker sound from Tremors mixed into that sound clip. Nice touch.
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@Swayle
4 months ago
I will Soon Release The Vid On how To Change The Config Soon...
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