The sprite seems like it could use some work. The ship seems comically round, I would use the flying Dutchman as a reference to make the ship seem more like a ship instead of half a disc. The bottom should be flatter and there could be more detail in the ship. Right now it is just one block copied throughout the entire sprite. You could also smooth out the sharp edges in the beams. Just adding yellow details like the original sunplate would also go a long way. You can use the sunplate furniture as a reference for that too. The ship should also have fences around the top floors for added detail. If you want the ship to be more futuristic, I would suggest adding thrusters to one side. If you want it to be more like an original sailing ship, i would definitely add sails to it. You could also add a sun to the front of the ship.
Got excited to see a new boss! Perhaps the solar cultists armor being dropped as a mage armor set? All damage done with the armor on inflicts on fire? Negates floaty affect of being in space for fun? (perhaps unnecessary). Immunity to fire damage? Gives shine pot affect? A pre-hardmode solar tablet called "Sun Cultist Tablet" that spawns the telegraphed particles of the boss on delay that act as stationary area denial projectiles? It may be unnecessary, but the idea of getting the Solar Cultist set as a mage armor seemed cool. Perhaps a resprited Lunatic Cultist head like the boss for the head piece?
I like the fact that you used the unused luntaic cultist sprite And your finally using otherworldy music aswell ! Also new item concepts Space bow Arrows shot will fall upwards (i know its the same shimmer arrows just ignore) Sun canon shoots hoaming stars Costs 15 mana White robe (expert drop) armor Allow dashingto wherever you click on the screen in a 10 tile radus with the exception of not being able to dash through walls or deal any damage I do think this boss needs a buff for a hardmode just like the goblin army
Perhaps one of its drops in expert could be one of the stars that spawn more projectiles when they explode, just nerfed a ton to only shoot 5 projectiles or something?
to me just the fact you created a worm enemy or boss makes you 17x better than me apart from that this mods looks amazing and i'll play it as soon as it comes out
Weapons ideas a whip made from drop material, pre hard mode sniper, summon a mini version of the ship shooting cannons. And idk boss material to make a upgrade to the ice blade 🤷♂️
I can't wait to do a playthrough of this mod. Do you plan on adding post Moon Lord progression or is the scope of the content strictly relegated to vanilla progression?
The ship spends a little too much time offscreen. It makes it hard to aim and impossible to hit with true melee when you can't see the cannons, and it makes the homing projectiles easier since you get way more time to dodge. It would probably be more fun if the ship stayed closer to you. Also, the first two phases need more than one attack each. I'd probably add arcing cannonballs to the first, and to the second, a giant sun orb that constantly moves towards you, and gets faster as more archers are killed. The second phase needs something to increase the tension as you kill more archers, and something else to balance out the fight so the projectile spam can get toned down, and I think that idea would do both.
I might settle for making it so that the captain performs various attacks during the first two phases. For example he could occasionally summon a delayed laser explosion on you in the first phase, and fire shotgun blasts at you during the second. The rate of attack could increase as you kill more cannons/archers
@@givlupi2686 I'd say that's debatable. There are a lot of projectiles in the second phase but the way they're executed makes them very manageable. The shotgun blast would only really come into play once you've killed a few archers, solving the problem of the stage getting too easy towards the end. I can see where you're coming from with the giant sun orb idea, but that would completely change how the second stage functions in ways that I don't really want
@@portalmech4770Anything that doesn't require tracking the motion of lots of tiny projectiles would make it a lot better. Big, telegraphed attacks make a good balance to rapid projectiles.
I have an idea for a few drop ideas for this boss! How about a magic weapon that summons a miniature version of those yellow stars that explode into lasers, or the boss drops a whole bunch of sunplate bricks and fallen stars? Maybe, the boss could drop the Starfury, with a low chance!
@@maciejpatura The problem I have with that is once you're post-Skeletron the next boss you're going to fight will probably be the Wall of Flesh, so every boss weapon at that point has to be balanced specifically so that it can be useful for that one boss fight
The fight is pretty cool, but it might need some sprites. The voyager sprite totally doesn't fit Terraria and the attacks could use some custom sprites. Anyway, I like the fight, but i wouldn't say that it's the best one.
The sprite seems like it could use some work. The ship seems comically round, I would use the flying Dutchman as a reference to make the ship seem more like a ship instead of half a disc. The bottom should be flatter and there could be more detail in the ship. Right now it is just one block copied throughout the entire sprite. You could also smooth out the sharp edges in the beams. Just adding yellow details like the original sunplate would also go a long way. You can use the sunplate furniture as a reference for that too. The ship should also have fences around the top floors for added detail. If you want the ship to be more futuristic, I would suggest adding thrusters to one side. If you want it to be more like an original sailing ship, i would definitely add sails to it. You could also add a sun to the front of the ship.
I will admit I'm not exactly an expert spriter. Luckily someone has already volunteered to make a resprite, so it shouldn't stay this way for long
Got excited to see a new boss!
Perhaps the solar cultists armor being dropped as a mage armor set? All damage done with the armor on inflicts on fire? Negates floaty affect of being in space for fun? (perhaps unnecessary). Immunity to fire damage? Gives shine pot affect? A pre-hardmode solar tablet called "Sun Cultist Tablet" that spawns the telegraphed particles of the boss on delay that act as stationary area denial projectiles? It may be unnecessary, but the idea of getting the Solar Cultist set as a mage armor seemed cool. Perhaps a resprited Lunatic Cultist head like the boss for the head piece?
I like the fact that you used the unused luntaic cultist sprite
And your finally using otherworldy music aswell !
Also new item concepts
Space bow
Arrows shot will fall upwards (i know its the same shimmer arrows just ignore)
Sun canon
shoots hoaming stars
Costs 15 mana
White robe (expert drop) armor
Allow dashingto wherever you click on the screen in a 10 tile radus with the exception of not being able to dash through walls or deal any damage
I do think this boss needs a buff for a hardmode just like the goblin army
Perhaps one of its drops in expert could be one of the stars that spawn more projectiles when they explode, just nerfed a ton to only shoot 5 projectiles or something?
to me just the fact you created a worm enemy or boss makes you 17x better than me
apart from that this mods looks amazing and i'll play it as soon as it comes out
My only complaint is in the third phase that the ship doesn't go behind the trees which makes it feel a bit weird. Besides that, it's a great boss!
Weapons ideas a whip made from drop material, pre hard mode sniper, summon a mini version of the ship shooting cannons. And idk boss material to make a upgrade to the ice blade 🤷♂️
So I see there's other cultists to learn about more to look into and figure out the making of.
this guy is massively underrated
I can't wait to do a playthrough of this mod. Do you plan on adding post Moon Lord progression or is the scope of the content strictly relegated to vanilla progression?
I plan on making post-Moon Lord content eventually, but that's a long way off
Also flying dutchman COUGH in some way with the cannons at least but the rest idk.
The ship spends a little too much time offscreen. It makes it hard to aim and impossible to hit with true melee when you can't see the cannons, and it makes the homing projectiles easier since you get way more time to dodge. It would probably be more fun if the ship stayed closer to you.
Also, the first two phases need more than one attack each. I'd probably add arcing cannonballs to the first, and to the second, a giant sun orb that constantly moves towards you, and gets faster as more archers are killed. The second phase needs something to increase the tension as you kill more archers, and something else to balance out the fight so the projectile spam can get toned down, and I think that idea would do both.
I might settle for making it so that the captain performs various attacks during the first two phases. For example he could occasionally summon a delayed laser explosion on you in the first phase, and fire shotgun blasts at you during the second. The rate of attack could increase as you kill more cannons/archers
@@portalmech4770Shotgun blasts would make the second phase even more projectile spammy
@@givlupi2686 I'd say that's debatable. There are a lot of projectiles in the second phase but the way they're executed makes them very manageable. The shotgun blast would only really come into play once you've killed a few archers, solving the problem of the stage getting too easy towards the end. I can see where you're coming from with the giant sun orb idea, but that would completely change how the second stage functions in ways that I don't really want
@@portalmech4770Anything that doesn't require tracking the motion of lots of tiny projectiles would make it a lot better. Big, telegraphed attacks make a good balance to rapid projectiles.
@@givlupi2686 Maybe so, but that's not easy to pull off when there's supposed to be 8 different ranged enemies attacking you at the same time
I have an idea for a few drop ideas for this boss! How about a magic weapon that summons a miniature version of those yellow stars that explode into lasers, or the boss drops a whole bunch of sunplate bricks and fallen stars? Maybe, the boss could drop the Starfury, with a low chance!
Well, I did do one of those things. You can find out about it here: ua-cam.com/video/M685JIoF_Wo/v-deo.html
Im glad to hear you
yes! it is the best sky mod ever made I just don't know if Jorl is gonna be able to beat it because its so hard.
Honestly, it's a great fight, both in concept and execution. On an unrelated note, you really like Otherworld's soundtracks, don't you?
This is crazy brah
Very cool boss!
Cool boss hope you get enough subscribers to be able to not to go the work everyday
Where it lies in the progression?
Also, the concept is similar to Marble fortress, you don't deal damage to the build itself, but to special elements
Post Brain of Cthulhu/Eater of Worlds
@@portalmech4770 What do you think about the Second Part?
@@maciejpatura I completely agree. It does function a lot like the Marble Fortress
@@portalmech4770 for me IT should be at the same stage ( Post Skeleton)
@@maciejpatura The problem I have with that is once you're post-Skeletron the next boss you're going to fight will probably be the Wall of Flesh, so every boss weapon at that point has to be balanced specifically so that it can be useful for that one boss fight
The fight is pretty cool, but it might need some sprites. The voyager sprite totally doesn't fit Terraria and the attacks could use some custom sprites. Anyway, I like the fight, but i wouldn't say that it's the best one.
Am I the only one who thinks he sounds like ExileLord
Good