Minetest should have some of the community mods as default .

IanniPowerup!!!
Member
 
Posts: 100
Joined: Wed Nov 29, 2017 17:33
In-game: IanniPowerup

Minetest should have some of the community mods as default .

by IanniPowerup!!! » Sat Dec 16, 2017 20:49

You know the minetest game without mods is too empty . We at least need some creatures and this survival element
 

User avatar
Chibi ghost
Member
 
Posts: 783
Joined: Fri Jan 08, 2016 21:17
In-game: Ghost

Re: Minetest should have some of the community mods as defau

by Chibi ghost » Sat Dec 16, 2017 21:42

think as minetest vanilla as a blank slate
and the mods exist to help you shape minetest into the game you want to play
be it creative, survival or combative so it's in your best interest to have a blank slate to
create a game to suit your playing style using the mods that the creative forum make
 

User avatar
rubenwardy
Moderator
 
Posts: 5544
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Minetest should have some of the community mods as defau

by rubenwardy » Sat Dec 16, 2017 21:56

I'd like to see MTG as a well playable game, which users then mod. I'd also like to see different games included by default
 

User avatar
ThomasMonroe
Member
 
Posts: 278
Joined: Tue Apr 04, 2017 16:21
Location: Wherever I am at
GitHub: ThomasMonroe314
IRC: ThomasMonroe TMcSquared
In-game: ThomasMonroe TMcSquared

Re: Minetest should have some of the community mods as defau

by ThomasMonroe » Sat Dec 16, 2017 22:07

I believe that is what c55 wants as well:
(second point under Goal #1)
viewtopic.php?f=7&t=9177
Projects|:*sigh* school: :Qub³d: :Legends Of Survival: :making people think:
I don't make things messy, I just *cough* disturb the local entropy.
 

User avatar
sorcerykid
Member
 
Posts: 861
Joined: Fri Aug 26, 2016 15:36
Location: Illinois, USA
GitHub: sorcerykid
In-game: Nemo

Re: Minetest should have some of the community mods as defau

by sorcerykid » Sun Dec 17, 2017 03:21

I know I've mentioned it before (on GitHub), that I would hope to see a built-in app store that allows for downloading and installing subgames. I really don't feel that a single, official "Minetest Game" is needed, since Minetest is an engine and framework for developing games. And its capabilities far extend beyond what the default game can do.

If a default game must be packaged with the engine, then I think it should remain as basic as possible, similar to how some old console systems would load a ROM-based game if no cartridge was inserted. This way, if a player really wants something more feature rich to play, then they will be encouraged to browse the built-in app store.
Last edited by sorcerykid on Sun Dec 17, 2017 03:28, edited 1 time in total.
 

User avatar
GreenDimond
Member
 
Posts: 1196
Joined: Wed Oct 28, 2015 01:26
Location: A place
GitHub: GreenXenith
IRC: GreenDimond
In-game: GreenDimond

Re: Minetest should have some of the community mods as defau

by GreenDimond » Sun Dec 17, 2017 03:28

sorcerykid wrote:I know I've mentioned it before (on GitHub), that I would like to see a built-in app store that allows for downloading and installing subgames

The mod store was already a thing up to like 0.4.8 or something around there. It didn't work well, so they removed it. They are working on re-implementing it IIRC.
My YuTube channel | I moderate the HOMETOWN Server. | Click here to see my (5) mods!
 

User avatar
sorcerykid
Member
 
Posts: 861
Joined: Fri Aug 26, 2016 15:36
Location: Illinois, USA
GitHub: sorcerykid
In-game: Nemo

Re: Minetest should have some of the community mods as defau

by sorcerykid » Sun Dec 17, 2017 03:31

I'm familiar with the mod store from past discussions, but I'm wondering if that feature was mod-specific or if it allowed for downloading and installing entire subgames (not just individual mods).
 

User avatar
ThomasMonroe
Member
 
Posts: 278
Joined: Tue Apr 04, 2017 16:21
Location: Wherever I am at
GitHub: ThomasMonroe314
IRC: ThomasMonroe TMcSquared
In-game: ThomasMonroe TMcSquared

Re: Minetest should have some of the community mods as defau

by ThomasMonroe » Sun Dec 17, 2017 13:03

sorcerykid wrote:If a default game must be packaged with the engine, then I think it should remain as basic as possible, similar to how some old console systems would load a ROM-based game if no cartridge was inserted. This way, if a player really wants something more feature rich to play, then they will be encouraged to browse the built-in app store.


afaik, there still will be a default game, however c55 and others want to include community subgames in the default package.
As a result of that, the most common mods can be included by default as well.
Projects|:*sigh* school: :Qub³d: :Legends Of Survival: :making people think:
I don't make things messy, I just *cough* disturb the local entropy.
 

User avatar
sorcerykid
Member
 
Posts: 861
Joined: Fri Aug 26, 2016 15:36
Location: Illinois, USA
GitHub: sorcerykid
In-game: Nemo

Re: Minetest should have some of the community mods as defau

by sorcerykid » Sun Dec 17, 2017 14:22

Sorry, I probably should've phrased that better. I really don't think there should be a default subgame at all, unless it is very basic and intended only to give new users a feel for how to play Minetest (learning the controls and mechanics). I do, however, feel like there should be an app store where users can download one or more subgames of their own volition.

The problem with packaging subgames with the Minetest engine is twofold. First, it would show undue favouritism for only a select few developers within the community. Secondly, it would effectively mandate a concurrent release cycle with the official branch of Minetest.
 

User avatar
AccidentallyRhine
Member
 
Posts: 228
Joined: Sun Aug 02, 2015 05:43
 

User avatar
rubenwardy
Moderator
 
Posts: 5544
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy
 


Return to Feature Discussion



Who is online

Users browsing this forum: No registered users and 1 guest