[Game] Voxelgarden [git]

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Casimir
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[Game] Voxelgarden [git]

by Casimir » Sat Jun 22, 2013 20:24

Image
Voxelgarden (previously called Nodetest) is a subgame for Minetest (the engine) and aims to be compatible with most mods*. It's focus is on a basic gameplay with more survival features.

*Voxelgarden is incompatible with: moreblocks

Mapgen: v6 is recommended. Mapgens that use biomes (v5, v7, valleys, fractal) are only partially supported.

To get started, open your inventory and take a look into the craftguide (top left).

Download
This game is a rolling release and is always based on the latest git version of the Minetest engine. The "stable" releases are just snapshots of the state when the corresponding engine version was released. If you have downloaded Minetest like normal, click the stable release and then choose your version.

Rolling Release Click "Clone or download" (requires the latest Minetest engine)
Stable Release (compatible with Minetest stable releases)

Screenshots

Videos (quite old)
Review of 0.4.10 by myswiat
Review of 0.4.9 by Meldrian (german)

Getting started
Open the inventory and take a look at the craft guide (the button top left).
Make sticks out of leaves. Find crumbled stone to make cobble for tools.

Hunger
When the hunger bar runs out you only get hurt once and it restarts. The less health you have the faster it runs out. Eating restores two times as much hunger as health.

What is this game about?
It is nothing special, it is just a basic voxel game done different.
Don't expect to many fancy features, as I only add what really works (sorry, no mobs until now). Instead with modularity, polished mods and stairsplus it offers the freedom to be creative (creative like create not decorate).

Features
  • Good textures by default, forming an overall consisted style.
  • Self planting saplings. No need to collect them. Forests will spread naturally.
  • Progressive gameplay, while still offering different ways to achieve your goals.
  • Not only stairs and slaps, but a wide range of sub-nodes, enable detailed buildings.
  • Must-see mapgen. Getting the best out of mapgen v6.
  • Runs good on old hardware.
  • A well-thought-out hunger system. Is not annoying as long as you have enough to eat, but it can become dangerous very fast.
  • All the mods are tweaked to work good together.
  • Game mechanics different form minetest_game and Minecraft. Giving the game it's one feeling.
  • With modular doors you can build more than just doors. e.g. window frames, hatches, street lamps...
  • Good locking and big conifers.
  • Stranded like gameplay. You start with nothing and it takes hard work to obtain your small bit of luxury.
  • Cactus has spices (but does not hurt).
  • Doors can be used as hatches.
  • Nyancats in the sky. (In Minetest Game they only spawn underground.)
  • Details, details, details. Don't miss them.

Mods
+ Spoiler


Recipes to know
+ Spoiler

Recommended
Above sea level pools [highlandpools]
BlockMens beds [beds]
Circular saw

Licence
for every mod applies the original licence
for other code LGPL 2.1 or later
for other textures CC BY-SA
for other sounds CC BY-SA
Last edited by Casimir on Sun Oct 01, 2017 19:51, edited 37 times in total.
 

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MaxCZ
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by MaxCZ » Sun Jun 23, 2013 17:43

super
wazuclan.com by MaxCZ
 

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Casimir
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by Casimir » Thu Jul 11, 2013 20:24

One response is more than I expected. Thank you.
But some more opinions would be helpful. So if anyone else tested it, feel free to be honest. Where are problems? What is good? What could be better? Keep the hand the way it is? Should I add coppertools?
Last edited by Casimir on Thu Jul 11, 2013 21:00, edited 1 time in total.
 

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by Mossmanikin » Fri Jul 12, 2013 17:54

I tested it a bit.

Things I like:
- Panels & vertical slabs,
- Look of the Dirt-with-Grass side,
- Look and behavior of Papyrus,
- Sticks recipe,
- Planks texture looks less broken on slabs/stairs.

Things I'd change:
- Make papyrus more common,
- Recipe to make default planks out of jungle tree.
- Maybe add the stoneage mod?

I would not add coppertools.

All in all it's a nice alternative to minetest_game.

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My stuff
 

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by Casimir » Fri Jul 19, 2013 14:11

Mossmanikin wrote:- Make papyrus more common,

OK.

Mossmanikin wrote:- Recipe to make default planks out of jungle tree.

Not sure about this. On the one hand I don't want a new colored wood for every type of tree (there are more to come, someday, maybe) because that would mean to also have all the stairsplus-nodes too. But getting the same type of wood out of different trees is ugly too.

Mossmanikin wrote:- Maybe add the stoneage mod?

I thought about adding it too. Together with your prehistoric-modpack. But stoneage still has some features that harm the gameplay. (e.g. you light a cave with dozens of torches, and when you come back all is dark and you have to light them again, or place new ones - that is very annoying.)

Mossmanikin wrote:I would not add coppertools.

I already made the textures. I can't stop now!1
Um, the main reason for copper tools is that the step from stone to steel is a very big one, and I like my copperore texture...

Mossmanikin wrote:All in all it's a nice alternative to minetest_game.

Thanks for the feedback.
 

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by Zeg9 » Sat Jul 20, 2013 10:29

That's a really nice game.

What I like:
  • Most of the textures, especially the grass
  • The hand.
  • The companion cube :D
  • Crafting recipes, and the wood pickaxe seems to be less powerful.
  • Dirt falls, and sapling autoplant

What I dislike:
  • I prefer the new cobble texture from minetest_game.
  • The hand is a bit buggy, maybe try attaching it to the player's entity ?
  • The mese textures (sorry, but IMHO minetest's are better)
  • I can't get wood from jungle trees.
  • stairsplus floods my crafting guide :P
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Casimir » Sat Jul 20, 2013 16:22

Mito551 wrote:*giggle*

*questionmarkabovehead*

Zeg9 wrote:
  • stairsplus floods my crafting guide :P

You could check for a group "not_in_craftguide". Then I would disable it and just keep one material as example.

Zeg9 wrote:
  • I prefer the new cobble texture from minetest_game.

I dislike both of them. If someone has a good one, feel free to make a pullrequeset.

New: added recipe to turn jungletree into wood; added the flowers mod.
 

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by Zeg9 » Sat Jul 20, 2013 17:28

Casimir wrote:
Zeg9 wrote:
  • stairsplus floods my crafting guide :P

You could check for a group "not_in_craftguide". Then I would disable it and just keep one material as example.

Probably, but I think I'll add sorting by mods instead.

Casimir wrote:New: added recipe to turn jungletree into wood; added the flowers mod.

Nice, thanks !
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Mito551 » Sat Jul 20, 2013 19:30

Casimir wrote:
Mito551 wrote:*giggle*

*questionmarkabovehead*


are you russian?
 

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Casimir
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by Casimir » Mon Jul 29, 2013 08:19

Mito551 wrote:are you russian?

No.

New: Flowerpots and farming added.
 

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by Mito551 » Mon Jul 29, 2013 09:59

Casimir wrote:
Mito551 wrote:are you russian?

No.

New: Flowerpots and farming added.



that's why I giggle. few russian websites are used by very few non-russians.
 

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by Casimir » Wed Aug 21, 2013 15:45

What about, disable falling in creative?
 

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by Casimir » Tue Sep 03, 2013 18:41

Craft guide added.
(Just to let you know that this game is still under development.)
 

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by Zeg9 » Fri Sep 13, 2013 16:10

Perhaps you could add support for MGv7 ?
I made a few (a lot of?) mods for minetest: here is a list.
See also the MT-Faithful texture pack (work in progress).
 

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by Casimir » Fri Sep 13, 2013 23:05

Is on the to-do list. But I have problems understanding the use of biomes. It seems to me that the order they are registered effects how they appear.
I would be glad if someone is willing to help with this game (be aware, I have high standards).

The current plan is to use all the range between snow and desert, with big variety but wide spreading (just like I tried with the v6 settings) and also make them depend on the hight. And adding one or two new kinds of trees.
Last edited by Casimir on Fri Sep 13, 2013 23:05, edited 1 time in total.
 

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by jojoa1997 » Fri Sep 13, 2013 23:16

Casimir wrote:Is on the to-do list. But I have problems understanding the use of biomes. It seems to me that the order they are registered effects how they appear.
I would be glad if someone is willing to help with this game (be aware, I have high standards).

The current plan is to use all the range between snow and desert, with big variety but wide spreading (just like I tried with the v6 settings) and also make them depend on the hight. And adding one or two new kinds of trees.

How do you make MGV7 biomes?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by Casimir » Sun Sep 15, 2013 11:54

Could someone please help me with a problem.
All the default plants (papyrus, cactus, grass, dry scrub) don't get generated anymore and I have no idea why.
This is the code:
https://github.com/CasimirKaPazi/nodetest/blob/master/mods/default/mapgen.lua#L330
 

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by jojoa1997 » Sun Sep 15, 2013 15:07

Line 357 is "papyrus_roots" and line 252 is papyrus.
I might be wrong but I am pretty sure I am right
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

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by Casimir » Sun Sep 15, 2013 21:21

Thats the way it should be (see here the green nodes on the left).
Some testing revealed: everything works fine. The only thing that does not work is set_node/add_node. Even with place_node the server says default:grass_3 placed, but there is nothing there.
In minetest_game it works. Using the code of /minetest_game/default/mapgen.lua leads to the old problem.

Very confusing.
Last edited by Casimir on Sun Sep 15, 2013 21:21, edited 1 time in total.
 

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by Casimir » Fri Sep 20, 2013 20:26

Fixed.
It was caused by the LuaVM. It read the data from the map, then the mapgen made the plants, then the LuaVM overwrote the plants with the old map data.
For other modders, this is what I've done. Not sure if it is the best solution.
https://github.com/CasimirKaPazi/nodetest/commit/f5f8a19c0e2477957ad14ece24c7d1e2c61c4bc8
 

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by Element » Fri Sep 20, 2013 23:50

2 things...can i use the mods from minetest...does it work better than minetest
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by Casimir » Mon Sep 23, 2013 17:26

You can use the mods for minetest_game (aka minetest). The only problem that might occur is some recipes not working because they require items that are not in nodetest e.g. diamonds.
If it works better than minetest depends on what you mean by saying "better".
faster - no (in fact the mapgen is slower)
less bugs - probably
more mature gameplay - IMO yes
 

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by Element » Mon Sep 23, 2013 22:26

what do you mean by mature gameplay
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