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 â„–15904079loop[View All][1][2][3][Quote]

this is the offical thread for shartycraft, a mod that i'm currently developing. i will be adding plenty of features, and it will be starkly different from schizocraft, though i am thinking of adding compatibility as it also uses the software i'm using to develop this mod.
>what version?
1.20.1.
>what's some of the content i can expect to see?
custom mobs with completely differing behaviors (not simply run and attack), actually interesting drops that help with progression, many unique consumables both obtained and crafted, unique structures, and maybe a bossfight, but that will be for later. these are just ideas at the moment.
>what will development look like?
development will start out with the creation of models and basic animations, as well as sound design. then will come the basic implementation of mobs into the game, as i continue to learn how to use this software for development. i am splitting it into "design" and "coding", as swamping myself with both currently will not work.
>what are you using?
like schizocraft, i am using blockbench and MCreator to create the mod. if i find MCreator too limiting (which it doesn't seem to be from what i've seen), i will go in and code java myself. for texture touch-ups, i'll be using firealpaca.
>will there be dependencies?
with the way i'm developing this mod, there definitely will be. Geckolib will be a must, but Entity Model Features and Entity Model Textures will likely be close seconds for possible dependencies.
>when will it release?
i dont know. this will be a time-consuming process, eating up time i do not have. i can promise, however, if this project fails, i will dump all the files for someone else to continue it if they want to.
with all that out of the way, i come to you to ask for suggestions on blocks, entities, items, structures, and more. while i already have written down a few mob ideas, i'm going to need some ideas as i can't come up with everything.
here's to making this something special. wholesome
159 posts and 61 image replies omitted. Click reply to view.

 â„–15986629[Quote]

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 â„–15986646[Quote]

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 â„–15986825[Quote]

>>15980927
the sentinel

 â„–15986992[Quote]

>>15904097
soycraft summer '26 with this?

 â„–15988690[Quote]

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>>15986992
can't say any release date. this project is a reflection of my free time, of which i don't have much of at the moment. the first release will come when it's done, but expect me to be updating it much past the first release. no promises.

 â„–15988695[Quote]

Add a slopjak to it

 â„–15989161[Quote]

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>>15988695
again refer to >>15904749

 â„–15989173[Quote]

>>15989161
Will there be frogs?

 â„–15989180[Quote]

>>15988690
this is a good frog doebeit

 â„–15989200[Quote]

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>>15989173
yeah. i also want to add gigas, but i have no clue how to do that without just remaking the minecraft playermodel. i'm sure there's a way

 â„–15990730[Quote]

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>>15989200
There's been a few attempts at making Minecraft gigas, might be helpful.

 â„–16005334[Quote]

Add an Illager that acts as a suicide bomber in raids

 â„–16005337[Quote]

File: YYYYEEEEEESSSSSSSS.mp4 📥︎ (9.23 MB, 720x720) ImgOps

>this is the offical thread for shartycraft, a mod that i'm currently developing. i will be adding plenty of features, and it will be starkly different from schizocraft, though i am thinking of adding compatibility as it also uses the software i'm using to develop this mod.
>>what version?
>1.20.1.
>>what's some of the content i can expect to see?
>custom mobs with completely differing behaviors (not simply run and attack), actually interesting drops that help with progression, many unique consumables both obtained and crafted, unique structures, and maybe a bossfight, but that will be for later. these are just ideas at the moment.
>>what will development look like?
>development will start out with the creation of models and basic animations, as well as sound design. then will come the basic implementation of mobs into the game, as i continue to learn how to use this software for development. i am splitting it into "design" and "coding", as swamping myself with both currently will not work.
>>what are you using?
>like schizocraft, i am using blockbench and MCreator to create the mod. if i find MCreator too limiting (which it doesn't seem to be from what i've seen), i will go in and code java myself. for texture touch-ups, i'll be using firealpaca.
>>will there be dependencies?
>with the way i'm developing this mod, there definitely will be. Geckolib will be a must, but Entity Model Features and Entity Model Textures will likely be close seconds for possible dependencies.
>>when will it release?
>i dont know. this will be a time-consuming process, eating up time i do not have. i can promise, however, if this project fails, i will dump all the files for someone else to continue it if they want to.
>with all that out of the way, i come to you to ask for suggestions on blocks, entities, items, structures, and more. while i already have written down a few mob ideas, i'm going to need some ideas as i can't come up with everything.
>here's to making this something special.

 â„–16011588[Quote]

>>15981045
it's ok, a painting is more than enough this will make my clitty leak from happiness, i understand mate

 â„–16013311[Quote]

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 â„–16013344[Quote]

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>>15983851
yeah i get it, i've done shit like this before and, seeing as this is a new medium for me, i'm not trying to get into world or dungeon creation at the moment. this will be an npc-focused release, followed by the addition of items and weapons (and also tools or armor) and further npc function, maybe with a few extras after the initial release. paintings and music discs too, but i'll also have those in the beginning update. integrating the piglin mechanic is a good idea, so is uploading art through paintings. scope creep is a project killer.

 â„–16034048[Quote]

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project will probably slow down a lot in the coming days. i'll basically have no time open. again, i'll come in and check on this place when i have some time or post a little, but for a while there won't be much happening. still reading your suggestions. i appreciate it. i know i've said this a nigrillion times before, and contradicted it with showing models, but now i really will be busy. just keep suggestions and ideas coming, i'll check them when i can.

 â„–16034060[Quote]

>>16034048
No worries holmes, no hurry

 â„–16042352[Quote]

Janny enemy that is recruitable for fixing creeper holes

 â„–16042409[Quote]

Inb4 this mod becomes the new controversial mod after jenny mod, broken script, and grotesque steve

 â„–16079131[Quote]

Yeah

 â„–16096227[Quote]

immortalized forevah

 â„–16100629[Quote]

21 days and counting

 â„–16127163[Quote]

Guns?

 â„–16127241[Quote]

Did it release yet?

 â„–16132932[Quote]

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still busy, still here. getting royally raped, but i'll be out of it soon enough. sorry for the wait.

 â„–16132946[Quote]

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guess the ids got raped or something. here's a new screenshot to prove it's me.

 â„–16132994[Quote]

op is going to be an adhd retard and forget about this in a month, if that matters

 â„–16133007[Quote]

>>15904114
>and oreos
implement fpe mobs

 â„–16133009[Quote]

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>>16132994
i am trying to avoid this. i have completed large projects before, however this is a different kind of undertaking. like i said, if i ever find myself unable to work on the project i will be dumping all of the files here, as selfish as letting a project like this die it would be even worse to only leave figments of the project instead of at least providing some kind of foundation for the mod.

 â„–16133019[Quote]

>>16133009
ackshually focus on core stuff and do the cool trivial shit later or youll end up like mi with feature creep

 â„–16133035[Quote]

>>16133019
feature creep kills projects. i will be very focused on making MCreator navigable and get everything i need in order. things like screen-shake, status effects, npc navigation, alternate abilities of items, and whatever else core to mechanics are the most important. i already have some knowledge on what i want to make for this first drop, and am not looking to expanding everything. i need a great foundation before i get lost in my own code. i will try to get in contact with the schizocraft creator to discuss how to use MCreator and, if he responds, i can apply what i already know to it, in terms of math and such.

 â„–16133050[Quote]

It's high effort gem

 â„–16146348[Quote]

huh wtf happened to the ids

 â„–16173500[Quote]

bumping dis so that it's not buried in bait

 â„–16173553[Quote]

>>16146348
IDs on threads that are older than like a week get super raped for some reason. Quote and mustard need to fix it or JSID.

 â„–16189034[Quote]

Bringing this back

 â„–16189061[Quote]

I still have to ask for the fingerboy, even with it's large model will it be like tiny or actually as large as the model suggests it'll be? Like probably taller than the player

 â„–16193174[Quote]

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>>16189061
it will not be taller than the player, it will be smaller, and will try to jump on you for damage. development will start to finally pick up sometime in the coming days, so stay tuned.

 â„–16197373[Quote]

page go up

 â„–16197698[Quote]

Godspeed OP, this looks fun

 â„–16225503[Quote]

File: Excuse me sir.webm 📥︎ (4.55 MB, 888x1920) ImgOps

>this is the offical thread for shartycraft, a mod that i'm currently developing. i will be adding plenty of features, and it will be starkly different from schizocraft, though i am thinking of adding compatibility as it also uses the software i'm using to develop this mod.
>>what version?
>1.20.1.
>>what's some of the content i can expect to see?
>custom mobs with completely differing behaviors (not simply run and attack), actually interesting drops that help with progression, many unique consumables both obtained and crafted, unique structures, and maybe a bossfight, but that will be for later. these are just ideas at the moment.
>>what will development look like?
>development will start out with the creation of models and basic animations, as well as sound design. then will come the basic implementation of mobs into the game, as i continue to learn how to use this software for development. i am splitting it into "design" and "coding", as swamping myself with both currently will not work.
>>what are you using?
>like schizocraft, i am using blockbench and MCreator to create the mod. if i find MCreator too limiting (which it doesn't seem to be from what i've seen), i will go in and code java myself. for texture touch-ups, i'll be using firealpaca.
>>will there be dependencies?
>with the way i'm developing this mod, there definitely will be. Geckolib will be a must, but Entity Model Features and Entity Model Textures will likely be close seconds for possible dependencies.
>>when will it release?
>i dont know. this will be a time-consuming process, eating up time i do not have. i can promise, however, if this project fails, i will dump all the files for someone else to continue it if they want to.
>with all that out of the way, i come to you to ask for suggestions on blocks, entities, items, structures, and more. while i already have written down a few mob ideas, i'm going to need some ideas as i can't come up with everything.
>here's to making this something special.

 â„–16250661[Quote]

File: 1777534597925e.png 📥︎ (79.7 KB, 600x800) ImgOps

i am still here. just busy. released some gape sinatra shit with the window of time i had though
still kind of busy unfortunately but i really want to start modelling the rest of the guys for the drop soon
>>16197698
i want to try and make it fun and have the mobs be interesting. i would hate to drop this mob-focused release with each of them having no more function than the fucking sniffer

 â„–16255202[Quote]

U GOT THE DAILYJAK

 â„–16255223[Quote]

>>16250661
Post the project on the 'hub and have others also help you develop the mod

 â„–16255256[Quote]

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 â„–16256441[Quote]

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>>16255202
i saw, had the featured post on the booru too before this.
>>16255223
we'll see

 â„–16268352[Quote]

>>16255223
>the 'hub
marge

 â„–16268371[Quote]

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>>>16255202
>i saw, had the featured post on the booru too before this.
>>>16255223
>we'll see

 â„–16271352[Quote]

>>16268352

Ohh github



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