Free Spirited 0.9.7: exploring Nirun with Ori movement in 3d, now with custom animation TRIGGERS + Refined water movement AND water dashing!
how FAST can I traverse around 1000 blocks with the mod? can I reach the BIG FLOATY things in the distance?
please do note that these animations are placeholders 😭
Planning to add vfx such as light particles from dashing and bashing to water splashing to the mod! Customizable Player Models API is an essential part, therefore it will now become a core required dependency of this mod!
this might seem scummy, but I'd really appreciate some GOOD sound packs for adding sounds to dashing, bashing, water dashing, and double jumps! (idk how one could produce spirit sounds though.) I'm not willing to rip off audio from the original games due to fears of legal issues
aaaaand here comes the long wall of texts regarding WHAT changed:
- added animation triggers WITH the help of Customizable Player Models API for: dashing, wall sliding (+ going up while wall sliding), double jumps, being on the surface of the water (idle, moving), water dashing (submerged, surfaced), bashing
- fixed bashing calculation to make it more accurate to the camera's Y level
- added forced player rotation snapping for: wall sliding, dashing, water dashing, swimming under water
- the player now moves ALONG the swim direction under water
- added WATER DASHING: your favorite traversal tool for tricky situations under water! (I did not include dashing INTO water because it is too DIFFICULT on top of it being LAGGY which drives down the performance of the mod)
So, what's waiting for the future of the mod?)
Free Spirited's development will end after custom climbing controls (from WoTW), sound effects, higher fidelity animations, vfx effects, skill trees, and custom enchantments are added.
Beyond? most likely custom combat system, and possibly...world events - where you have to discover large structures and obtain fragments from difficult dungeons to seal certain curses or save things around the world to make: Oceans habitable, certain biomes less dangerous (desert, snowy ones), and occasionally encounter ancestral trees. It will be split into 3 or 4 different mods which all depend on each other to function, but some possibly standalone.
now, if I AM veeeryyy capable by then (which is probably around 2 years later or smth), I could look into coding custom biomes and terrain tailored specifically for this scale of mod. After all, Minecraft worlds aren't infinite for no reason