[Game] Adventuretest

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BrandonReese
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[Game] Adventuretest

by BrandonReese » Sun Apr 27, 2014 05:42

Adventuretest

Adventure game for minetest, based on minetest_game.

When you start the game you suck at everything. You start with a few torches, some sticks, some wood, and an axe. The tools you make are poor quality and have limited durability. You are clueless when it comes to smelting metals and you ruin most of the lumps you try to smelt. You must mine ores and fight mobs to gain experience. You can use this experience to increase your skills.

You only have a 2x2 crafting grid, so you must make a workbench to create anything worthwhile. Fill your 2x2 grid with wood to create a workbench.

To increase your skills you will need to find or make a bookshelf. You can find book shelves in villages. Right click on the bookshelf and you will see your inventory and a list of skills, drop your experience orbs into the slot of the skill you would like to increase.

Mobs
The farther away from 0, 0, 0 you get the stronger the mobs are but the more experience you gain.

Mobs
Peaceful Villages. These villagers will attack monsters and barbarians.
Barbarians. Very strong and aggressive.
Yeti
Spider
Jungle Spider
Dirt Monster
Sand Monster
Tree Monster
Stone Monster
Oreikki
Dungeon Master

New Sounds
Attack sounds
Mob death sounds
Player death and damage sounds
New bow and arrow sounds
Ambient mob sounds
Mob war cries (sounds they make when attacking)

Mapgen ( mgv7 )
Renewable clay (sand, next to dirt underwater will turn to clay)
Dry grass will turn to regular grass around water
Villages spawn peaceful NPCs or Barbarians

3rd Party Mods (Most Modified in some form or another)
Builtin Item
Bushes
Glow Crystals
Hud
Hunger
Item Drop (For Item Pickup Only)
3D Armor
Mod Menu
Unified Skins
Money2
Sethome
Throwing
Vendor
Whoison
Workbench
Zeg's Crafting Guide
mg_villages

Quests
Treasure hunt - Right click on the man holding a pick axe in the villages and he will direct you to the treasure
Get a locked chest - Since getting an iron ingot isn't something you can get immediately right click on the dark haired woman in the villages and she will give you a quest and reward you with a locked chest and other supplies

Basic Tutorial: https://youtu.be/PExDmb0hZRs
Dungeon Demo: https://www.youtube.com/watch?v=it53TUYMw4s

Download: https://github.com/Bremaweb/adventurete ... master.zip

Github: https://github.com/Bremaweb/adventuretest

Adventuretest Custom Client
  • Ambient sounds based on Ambiance mod
  • Always show coordinates without having to turn on debugging
  • Removed player name from above their head, name is now in infotext when you point at the player (You can't hide from other players when they can see your name through walls)
  • No footstep sounds underwater
  • Kept up to date with the latest official Minetest client changes
Github: https://github.com/Bremaweb/adventuretest-client
Windows builds will come when I fix my Windows installation and have time to write an auto-updater.
Last edited by BrandonReese on Fri Aug 19, 2016 12:35, edited 8 times in total.
 

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RHR
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Re: [Game] Adventuretest [Alpha]

by RHR » Sun Apr 27, 2014 09:51

I tried it today and I like it very much! The crafting wiki is great but an ingame crafting guide or a crafting preview for the workbench would be nice. The crafting also seems not to work 100% correct with skills, because if you craft 4 stone pickaxes very fast you get 3 with low durability and one with high durability. (not always but sometimes, maybe because of server lag?)

You are clueless when it comes to smelting metals and you ruin most of the lumps you try to smelt.

'[T_T]' I didn't read this before I tried it....
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Mon Apr 28, 2014 01:40

BrandonReese wrote:Peaceful villager NPCs. These villagers will attack monsters and barbarians.

Sounds intresting. I always wanted to have populated villages.
 

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Re: [Game] Adventuretest [Alpha]

by Talkless » Mon Apr 28, 2014 18:20

Skills.. Villages, NPC's... that I was waiting for :) .
 

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Re: [Game] Adventuretest [Alpha]

by Excalibur Zero » Tue Apr 29, 2014 00:45

I went on the sever for a bit to try it out and I found the game to be quite fun.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Tue Apr 29, 2014 01:08

After testing it, the following issues showed up (after all it's still in development!):

I spawned buried in dirt, and all was dark. Had to dig me free.

The problem with steel ingots beeing almost unobtainable (and thus no locked chests) has to be solved somehow. I've talked to Brandon about that already. Perhaps my apartments mod can help there. Giving each player a locked chest upon start would have the drawback that many would die soon and never find back to their bones. Also, switching back to normal ore generation would be better for almost all purposes. The ore in veins could work well on a server with plenty of players and trading going on, but even then it might be frustrating to find just copper while others hit a mese deposit.

A dungeon master attacked me in a mine, killed me and vaporized my bones afterwards. I was not amused about that. Please teach the dungeon masters to behave! Also, one time digging my bones led to only about half the items ending up around me and through autopickup in my inventory. The rest was lost. I even digged the stone around it but found nothing.

One village was overrun by females. Guess they're desperately looking for some men to visit their village :-)

Regarding the villagers, they do have fitting skins. The only thing that disappointed me a bit was that they did nothing on right-click. They could at least display random messages like "hi", "welcome to our village", "please don't steal our wheat" and so on. They could also throw griefing/"stealing" players out (=beam outside the city area). Experience might be gained by "talking" to a villager (perhaps the mayor) for the first time. That way, new players would have the same chances of getting experience points as those that started earlier on. Else all chests will have been robbed already! Or perhaps just make the chests respawn random content from time to time. Some of the villagers ought to be traders from my trader mod.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Apr 29, 2014 03:20

Sokomine wrote:The problem with steel ingots beeing almost unobtainable (and thus no locked chests) has to be solved somehow. I've talked to Brandon about that already. Perhaps my apartments mod can help there. Giving each player a locked chest upon start would have the drawback that many would die soon and never find back to their bones. Also, switching back to normal ore generation would be better for almost all purposes. The ore in veins could work well on a server with plenty of players and trading going on, but even then it might be frustrating to find just copper while others hit a mese deposit.


I'm working on making iron more common. I like the caves in this mapgen which is part of the ore generation because it's easy to get to lower levels without using up your pick.

Sokomine wrote:A dungeon master attacked me in a mine, killed me and vaporized my bones afterwards. I was not amused about that. Please teach the dungeon masters to behave! Also, one time digging my bones led to only about half the items ending up around me and through autopickup in my inventory. The rest was lost. I even digged the stone around it but found nothing.


Bones aren't supposed to be flammable, I'll have to do some testing on this. I am going to switch it back to picking up inventory on punch, I've decided I don't like dropping the items on dig.

Sokomine wrote:Else all chests will have been robbed already! Or perhaps just make the chests respawn random content from time to time. Some of the villagers ought to be traders from my trader mod.


I hadn't thought of having the chests respawn random content that's a good idea.
 

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Re: [Game] Adventuretest [Alpha]

by Pitriss » Tue Apr 29, 2014 19:51

Brandon, please can you explain us what skills are for what purpose?:)
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue Apr 29, 2014 20:08

This is how skills work:

You have skills for the different materials, and then you have a Crafting and Smelting skill.

When you craft an item it looks at your skill in that material and crafting. For instance if you are making a Steel Pick it would take your skill in IRON and your skill in CRAFTING and based on your levels in those skills it will determine the quality of the Pick you are making.

Smelting is the same way, when you put items into a furnace it takes your skill in the material and smelting and determines your chances of successfully getting an ingot, otherwise the lump is lost.

If you have Level 1 Iron and Level 1 Smelting it works out that you'll get about 3 ingots out of 99 lumps.

There will also be an Archery and Magic skill added. Those will have to do with how much damage your arrows do, and your ability to use magic.

Granted I haven't really done any balancing so the levels and stuff for the skills will probably change. I already lowered the max level for wood and stone since expertise with those two materials would be fairly easy to obtain.
 

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Re: [Game] Adventuretest [Alpha]

by playzooki » Sat May 03, 2014 19:36

i like the idea, cant wait for it to be released
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun May 04, 2014 04:49

Made some updates to the game. You might need to update your client to one of the dev builds, lots of people are timing out.

- Stamina is working, when you run out of stamina your speed is slowed down
- Added /sit and /sleep commands. When you are sitting or sleeping your animation changes to the sit and lay animations, and your stamina recovers faster
- Chests in newly spawned villages will randomly refill with items. Chests in villages that have already been spawned won't refill.
- Some tweaks to mobs, I think I fixed the problem where mobs wouldn't attack. Mobs will now attack NPCs.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Mon May 05, 2014 04:22

Sitting in front of a forge
Image

Taking a nap in front of a forge
Image
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 06, 2014 02:42

Another update:
Some tweaks to energy formula (the bar of running men)
If your energy gets to 0 it starts taking hp away
Mobs have a field of view
Mobs will only initiate an attack if you are in their field of view, this will allow you to sneak up on and sneak around monsters
Changes to cave and iron ore generation
Sleeping and sitting increases hp, sleeping increases it faster
You close your eyes when you sleep
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 06, 2014 14:30

sazonov.pavlik73 wrote:why no downoload?


I want to get more of the core features written before I make the download available. There is a testing server online if you want to try it out and give some feedback.

107.155.84.102 port 35000
 

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Re: [Game] Adventuretest [Alpha]

by Amaz » Tue May 06, 2014 14:38

I can't seem to join the server... But it looks really good!
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 06, 2014 14:43

Looks like it crashed and it's not on an auto restart script. It should be back up now if you want to try it out.
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Tue May 06, 2014 23:35

I hope you get this released soon. I am pretty excited about this game...
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed May 07, 2014 01:50

philipbenr wrote:I hope you get this released soon. I am pretty excited about this game...


I think I'll release it once I get the magic system started.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Wed May 07, 2014 02:03

Magic? :-( I don't like that part. Minetest is more about technic :-)
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Wed May 07, 2014 14:21

I think it will be alright. I haven't seen many games that include some magic. Maybe potions, but not magic. Hey, its an adventure ;)
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Wed May 07, 2014 14:33

Sokomine wrote:Magic? :-( I don't like that part. Minetest is more about technic :-)


Magic won't be at the core of the game. It will be of great assistance though. I'm planning a few attack/defense, teleporting (with limits), healing, etc... This is an adventure, and there will be quests... eventually.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Wed May 07, 2014 15:31

BrandonReese wrote:This is an adventure, and there will be quests... eventually.

Hope I find time to develop my traders in that way. That's the next mod planned...mobs for quests. But there's also other stuff to do first (maintenance of my other mods - work has piled up).
 

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