Here are a couple of answers to some of your questions from the last video: Will you add voice chat compatibly? : Yes, if I can, I will try to do that. Why does the Blind Wanderer not go after animals? : He does hear the animals, but he knows what they sound like, and he is only after the player. Add in a sniffing mechanic! : No, I don't want it to be too similar to the warden plus I don't really like that idea. Bro really just reskinned the warden. : Nope! I built this guy from the ground up and if you don't believe me, I have all of the handcrafted code to show for it! What version will the mod be for? : This mod will be for JAVA Minecraft and will only be made for Forge and will be on version 1.19.2 (the most popular Minecraft horror version) Add climbing/crawling/swimming. : No, he is not supposed to be inescapable. When will the mod be released? : I will be making 1 more video on him and then I will announce the release. Let me know if you have any other questions!
Here ist a concept make a event that Happens rearly the Event will be Red moon or night ans the He is super fast and aggressive even If you don't make a noise so you can only hide During this night
I just noticed an awesome contrast between The Blind Wanderer and The One Who Watches. I guess it's kind of obvious just from their names, but they're like opposites. TOWW is all about stalking and staring, observing from a distance and always being aware of where you are. Being a constant presence but rarely an active threat. Meanwhile TBW is constantly actively looking to seek and destroy you, but your one saving grace is that he CAN'T see and DOESN'T know where you are. No idea if you did that on purpose or not, but either way it's a really cool dynamic between them.
On that note, I think it'd be cool if there was some way the two could interact with each other. I feel like it would be difficult to code in, but if they had some sort of symbiosis where they worked together in some way to hunt down the player... It would make them feel even more intelligent and dangerous.
Even though he's scary, and his actions are randomized, the fact that his animations make him move in a way that resembles any basic normal mob ruins the immersion. Since he's themed around trying to listen to the player, when he spawns and roams, give him animations that make it look like he's trying to look for something, even though he has no eyes, as if he's trying to carefully listen. Also, him jumping down the water in the cave was genuinely creepy, felt like it was a player and not a mob, add more onto that aspect, that was very good behavior.
I think during weather events like rain and thunderstorms, the noise pollution should act as a sort of veil for the player, drastically reducing the detection radius of the monster. This would deepen the gameplay of the mod by giving players a random grace period that they’ll want to take advantage of :)
You made a really good point about the fact that it deepens the gameplay. I hadn't thought about that but you are right. It makes the occasional rainy days a huge advantage and strategic time frame to work on stuff.
@@pixelcoder Thanks! I think it’s really important that mods like these flow more fluid and naturally with things that exist in the base game; while mixing it up and veering in your own direction is good (even better, if you’re making creepy things that are supposed to stand out) cohesive and dynamic gameplay will always be best for immersion and player retention.
Something that I think is missing in the whole "being watched or hunted" sort of thing are like signs that you know somethings there. Like traces for example the Oak Signs from Herobrine or the Scratch Marks from the One Who Watches. I think something like dug out tunnels with bones and what not WOULD BE INSANE for this guy. not like Straight 4x4 tunnels but more like twirly tunnels like a mole
I swear man, I always enjoy seeing you cook a 5 star chef specialty dish for us! Already made a BANGER of a mod and currently in the kitchen cooking another!
Would be cool if he could open doors, but just REALLY slowly...draw out the tension, same for crouching or climbing walls. imagine you pillar up and he starts slowly climbing up to you. another idea, what if sound could be dynamic by using pathfinding? the more blocks the "sound entity " travels to get to you, the quieter the sound. could be interesting in listening for the dweller, or hiding your own sounds inside you house. but leaving your door or a block open to pathfind would make him hear you, and you hear him.
I feel like there should be some blocks that make noise alerting the creature, like a twig, crunchy leaves, a loose rock. something depending on the player needing to watch where they are walking to avoid making noise.
You should add a feature so that if another mob that is within like 8 blocks of him makes a sound, he will instantly kill them, and then resume tracking you.
Do you think you could make a mechanic where it has a large radius that either scares away or paralyzes all non player mobs? I think it would be neat. If you went the paralyzing route it would be like all the mobs know what it is and have learned to stay completely still when near it, having the added effect of making it feel like everything you were doing has been temporarily put on pause until it goes away. If you made it scare mobs away you would know it’s coming before you hear the sounds as it clears a large area through presence alone, and if you see a large group of monsters bunched together and running the same direction you would have to question for a second if it’s there and they’re running from it
heres my suggestion, make it so that wearing heavy armor makes more noise, also give him a mechanic that makes him more likely to path to you while injured, (almost like smelling blood), i also think that crouch walking should have a time limit or something to prevent u fro just staying crouched the whole game, either that or add random blocks that make noise like leaves or sticks or loose rocks
I dont know if this is possible or not, or if you will do it but it would be a really cool idea if the blind wanderer is able to detect if youre so close to a door or if youre inside a building and it would slowly pathfind to the door, and instead of just breaking the door it would be cool if it were to make a noise at the door as if it were trying to open the door, and after a certain amount of time it would open the door and wander into the house (if the door is even big enough to fit him in it) instead of him just always being beside a window and being trapped inside, but maybe if it were only a small chance for him to do this. Maybe if it were a small chance it could catch people off guard if he did this and add more fear factor as they dont know if he would go into the house. Of course I have no idea if any of this is possible but it is a really unique concept that would definitely be cool if you added it!!! Also, I really like your work you are doing a really good job on these mods and The One Who Watches is probably my favorite horror mod as its so unique, and this one is really unique too!!! also youre very talented with modding! This is only a suggestion really but, Overall I think this mod is already so good! Will definitely be in my top mods to play with as dar as it goes with horror mods!
What if rain was a saving grace when dealing with the Blind Wanderer? When it's raining you can make a bit more sound as the Wanderer's overwhelmed with noise from all directions?
This might be a complicated thing to code, but I like the idea of it needing to discern between sounds. Like if it hears a zombie growl or a pig noise, nothing really happens, but if a door opens or a noisy block (basically not anything wool) is placed, then it perks up and starts inspecting the direction the noise came from (and maybe make its hearing slightly better when it's on alert or something). That might also lead to it being a bit distractible though...
would you consider adding a mimic aspect to it? like while its searching it would make a cow sound, or if you do add voice chat compatibility add some lines from some of the people that have spoken.
I got a suggestion to make him a little more threatening since if you crouch and just slowly walk away you're going to be fine. What if you add a control breathing mechanic a minigame that plays when he's nearby as in within 20 blocks or less idk (No need to make it a hard minigame just to add more tension) if it's possible that is.
I think proximity chat interacts with sound reaction, unless this mob isn't using a similar hearing system as the warden. I only bring this up, because if you don't want to use proximity mod itself, and make your own think, you could still probably look at the code to figure out what has made it possible for The Warden to hear proximity chat.
So this may be a stupid idea, but maybe there could be a third monster after the blind wanderer who uses echolocation, kind of like a “the one who speaks” or some shit. And having all three mobs being like a play on “Hear no evil, See no evil, Speak no evil” possibly even have them all combined into a single mod.
After The One Who Watches, we have The One Who Listens. Now I wonder how a scent-based ennemy would work in Minecraft, maybe by following scent trails or scents carried by the wind...
Imagine the horror mods are packaged in with the infection/parasites mods in a modpack while rl craft difficult and most things immediately are after you that are like normal mobs or fantasy related mobs from that of the Lycanites and Alex's caves!
Im only about halfway through the video, but I do have some points. While A Quiet Place style monster is cool, it doesn’t really seem scary (so far). Sure, there’s a giant monster that’ll kill you if you make any sounds, but it doesn’t really do that. If you’re really just careful at night and pay a little more attention, you can easily counter it by just standing still and waiting for it to leave. I feel like it should have a mode where if you stand still for a bit too long, it "echolocates“ and persuades you *just a bit* to risk making some noise to move away, or if you decide to still try to cheese it, it echolocates around the area until it stumbles upon you, maybe some animation plays and it hunts you down. Also, I know it’s supposed to still feel like Minecraft, but it feels too much like a Minecraft mob. It’s kind of predictable. If it maybe had some idle animations, like one commenter mentioned, listening, it’d be much more uncanny. Also, while I get it appears during the night, I feel like it should occasionally pop up during the day, just to keep players on their toes.
Would it be cool to give this thing an ‘Agitation meter’ where the more and more repetitive noise type that happens around it within a very short amount of time (let’s say for example a bell on a somewhat repetitive redstone loop), the more and more agitated it gets until eventually it decides it has had enough of being distracted by the noise and rushes over and destroys the source of the noise, effectively making noise machines only a temporary solution.
Can you throw something to lure him away or shoot a bow, and can you activate fireworks and stuff to "blind" him kinda like a quiet place. Or can you activate redstone that can also lure him away.
Something like this- something that hunts you actively & you have to be careful about your movements is the kind of horror I like I'm looking forward to this when it releases. Though I do have a question- Do you plan on making this dweller immune to damage, and how is its despawn timer like? I'm only asking because I've discovered an unfortunate lack of self preservation on my end if I become stuck and the only way to allow the entity to despawn is to die (breaking immersion - because it happens even if you are not aggro'd).
So I figure I could throw a suggestion to maybe make him a little more dangerous, especially considering hes a surface mob. Perhaps you could add enviromental "threats" that help make him a little more intimidating when hes around. Maybe add things like twigs and leaf piles that crunch when you step on them. Now that doesn't really stop people from just standing still but it would be an interesting addition to add pressure especially when players are escaping other mobs in an effort not to be heard but the Wanderer.
In 4:06, there was black smoke and assumed it was the blind wanderer that disapeared But maybe it was a torch Also I just realised you took inspiration of the EMMI from metroid dread. Nice touch (Btw my comment got deleted so I hope it won't be again) Considering what you've said I think I understand the path you've chose for him It would be cool if the blind wanderer could give you an effect of paranoia that prevents you from sleeping. But maybe it's too much Anyway it looks just awesome
kinda off topic but genuine question: How hard is it to code a simple AI with a handful of choices? EX: Move forward, make noise, move left, move right, etc (Edit: I also like the idea of instead of it is in your world, you are in IT's world, hence TBW knowing what the animals sound like, since he would have to be around them for an extended period of time)
I use a program called MCreator that makes modding super easy. Any basic mob AI can be done with just a couple click and drag blocks. It only gets complicated when you want to code in your own custom behaviors like I do. But just having a mob walk around, attack the player, and make sounds is really really simple.
make it so that if you make a sound it will just slowly walk towards you and try to touch you to check if you are actually the player, so you have to constantly move back without making any sound And if you do move back making sounds it will chase you
It would be super neat if he had an action where he stands still and kinda gives a subtle cock of his head as if he's standing there to listen for the player. Would be even more sick if, when the player makes noise too close to them, he was able to turn his head in the direction where they last heard the player.
Maybe he should be able to burrow through soft ground. Like he could be semi subterranean and use burrowing as a hunting strategy and how he gets around so fast.
If you don't mind but I would like to suggest my idea for the next horror mod you can make it would be very cool and terrifying to make a flying horror mob that can pick you up and see you form a very far away Edit I thought about something you can do with this thing maybe it's can Camouflage I would also say it can fly and run on the ground It would probably never spawn in caves (btw it's ok if you can't do the camouflage) thing maybe it can have a very long tong I would think this thing is like a giant flying monster Chameleon like creature it's name can be the bleeding hunter or something you can probably come up with a better name bit this was just a suggestion in not going to assume you will use this but I still want to give my idea Another edit weaknesses would be tall trees caves and it can break any blocks because it doesn't really have arms it its arms are wings so if it trys to break a block it will just hurt itself witch might be a cool Feature maybe it can keep on hitting blocks and over time the block would break but it has to leave to go heal
i love this concept, i tried one similar to it but it was jank and wasn't scary. one thing that would be a godsend would if it could be available for 1.20.1 as it is one of the most modded versions of minecraft (like 1.12 but modern). it's ok if you don't want to though!
Are you going to add a setting to reduce how often he spawns one the mod comes out. I feel like having a setting to make him a little rare would help the mod
A few ideas that would make this mod a whole lot scarier: 1. Make him hear more sounds(eating, hurting mobs, etc.) 2. Make him attracted to noises not made by the player, attacking mobs and such, so he can be distracted 3. If he's ~10 blocks or less away, make it so he can hear you moving even if you're crouched 4. If he's 3,4 maybe 5 blocks away, make him hear you breathing, and add a breath holding mechanic 5. Add suspicion, if he's heard you a few times, he won't get distracted by other sounds, or if he's been distracted by other noises(maybe other mobs or you threw a snowball or something to distract him) and found nothing, he will stop being distracted by those noises. I think wirh these mechanics, this mod would go from good, to terrifying, cause right now, he's pretty easy to deal with.