A small showcase of some of the features I've gotten around to for the resource pack. It is mostly details with the UI, but I've played around with some items too. More under the cut!
Above is the UI as it appears normally. I haven't touched the EXP bar yet, but I'm thinking of making it more soul-like. I've changed the hearts into masks and hunger bar into soul containers. Half a heart appears with a broken mask, and half hunger appears with a half-full container.
Poison hearts, of course, appear as infected masks.
The Wither effect takes on the Voidheart charm as the new symbol for the status effect and Withered hearts appear as void-touched masks. I plan to use charms for all of the status effects, and if no charm exists that fits the status effect, I will make a new charm based on what does fit.
Bonus hearts take the form of Lifeblood masks.
And, because bonus hearts are Lifeblood masks, I thought it only appropriate that Golden Apples and Enchanted Golden Apples were Lifeseeds.
The Hunger status effect changes the soul containers into infection containers.
Hardcore Mode hearts are turned into Steel Soul masks and similarly become infected or void-touched with the appropriate status effects.
One of the first things I did was change swords to nails, but looking back now I'm wondering if I should do more to distinguish them from each other, color-wise.
Wood Sword: Life Ender
Stone Sword: Sharpened Nail
Gold Sword: Old Nail
Iron Sword: Channeled Nail
Diamond Sword: Coiled Nail
Netherite Sword: Pure Nail
And, because it was very easy to do, I've also changed the splash text into various iconic, emotional, or otherwise mysterious quotes from within the game. This is the one I was unfortunately saddled with for the screenshot.
Again I must note that these are only WIPs. All of this is liable to be redone and it will be much more complete, with total retextures of every block and item. I'm not sure what to do about mobs, yet, though. I think I might need to do two versions of the pack depending on how the map pans out--one for exclusive map use and one for practical use in regular gameplay. Essentially the same, but with differences that suit one or the other more if I can't find the right balance between the two. I suppose we'll just have to see.