| Last updated | 2 weeks ago |
| Total downloads | 3619 |
| Total rating | 0 |
| Categories | Mods BepInEx Server-side Monsters |
| Dependency string | SimonTendo-LCChickenJockeyMod-1.1.0 |
| Dependants | 2 other packages depend on this package |
This mod requires the following mods to function
BepInEx-BepInExPack
BepInEx pack for Mono Unity games. Preconfigured and ready to use.
Preferred version: 5.4.2304README
COMPANY-MANDATED MESSAGE:
Hiiiiyyyyyyya! Wachow!
Employees! Are you ready?! We just got some (swoosh) crazy monster-fighting lessons from this guy in a blue shirt, and we're PUMPED! You see, he taught us how to fend off all those annoying monsters out there- (swoosh)(swoosh), which- (swish) you sniveling little weaklings could use during working hours!
That guy couldn't stop announcing the name of (swoosh) one specific kind of monster too. Something called, uhh... Uh... What was it called again? Well, whatever. Watch your feet, should you ever find it. He said that little gremlin was fast! And (ka-swoosh) furious! Hayaaaa!
That is all for this message. We hope you stay a great asset to the Company.
The Mod
Introduction:
Don't say it.
This mod adds Minecraft's Chicken Jockey as an enemy that can spawn inside the facility! It's fast and relentless, but weak and slow at opening doors. So try to outrun it, outsmart it, or outsmack it, before other monsters get a chance to jump up on you!
Creation:
I guess this qualifies as a high-quality shitpost
- I didn't have a clear goal or design intent for this enemy in mind as I got started on it, I just had this dumb idea and wanted to make it to get back into the flow of modding again. The goal of it being an annoying little gremlin that swarms your feet was based primarily on how it acts in Minecraft, and I uh... I hope that works out in Lethal Company too, we'll see. It seems ridiculous enough to be funny.
- Aside from that, I also set myself the goal to learn how to animate multiple AnimatorControllers on the same GameObject, by having a "main" Animator passing along triggers using AnimationEvents. This was not as successful as I had hoped, but I am not unhappy with what I learned.
- The biggest challenge with this mod was animating the enemies. It was bloody difficult to find any good models online, and the models I did find were not cooperating. I ended up with these models and spent a lot of time on rotating, rescaling, rigging, weight painting, and animating them, which took up about one and a half days. The other 1.5 days were spent on stuff like the Unity project, the code, syncing, testing, and whatnot.
- Getting the enemies to look at the players also took a good chunk of time, and I fear it might be very performant. I'll have to see how the first tests unfold, and will make changes to optimize things, should it prove to be way too hard on the framerate.
- But yeah, despite being made in only 3 days with no clear goal, I think it's pretty good.
- With v1.1.0, I also used it to learn about creating configs at runtime, so you can set the rarity of the enemy per (modded) level. This was another challenge, but I think(?) it worked well enough, so I hope it's a flawless experience while playing (even if there's still things I'd like to add to it, such as LethalConfig compatibility).
Credits:
- Minecraft and all its assets belongs to Mojang, and the catchphrase "Chicken Jockey!" belongs to Jack Black's vocal chords.
- The two models and textures used for this mod were downloaded from SketchFab:
- "Minecraft - Zombie" and "Minecraft - Chicken" by Vincent Yanez are licensed under Creative Commons Attribution.
- Miscellaneous assets were received from The Spriters Resource, The Sounds Resource and Youtube
- The code for creating configs at runtime was very much inspired by its implementation in SpectateEnemies
- And thank you for checking out or even downloading this mod!