[Game]Minetest_Hades[wip]

Glünggi
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[Game]Minetest_Hades[wip]

by Glünggi » Sun Dec 21, 2014 09:26

Image

Download
GitHub


Licenses:
+ Spoiler


Important notices and short game guide::
+ Spoiler


Image
Image

Video:
+ Spoiler

I hope you will have some fun and im sorry about my english.
Last edited by Glünggi on Tue Jan 19, 2016 14:48, edited 12 times in total.
 

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philipbenr
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Re: [Game]Minetest_Hades[1.1]

by philipbenr » Sun Dec 21, 2014 18:24

@Glunggi: Readable, and the funny thing is, there are some Highschool freshmen in my spanish class that spell worse in both languages. XD

Ontopic: Looks good. I like how you start out with the nice bit of green in the middle of hell.
 

Glünggi
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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Mon Dec 22, 2014 01:37

philipbenr wrote:@Glunggi: Readable

Ok :) Thats fine.
 

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Re: [Game]Minetest_Hades[1.1]

by PerrySteven » Fri May 15, 2015 09:34

This is a really great game! I like these hardcore types. And the setting of a volcanic planet makes it even more fun.
 

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Re: [Game]Minetest_Hades[1.1]

by Mokarran » Sun May 24, 2015 22:28

I love this game! I've been looking for a terraforming game for forever. Finding that first block of water was so hard I literally cheered when I finally found one. From there, I dug an aquaduct to carry the water to a nearby lava lake. I love the different types of stone, ores, and gems. I finally have a marble factory and have dug deep enough to find sapphires. I get so excited every time I find a bit of color embedded in the stone. I even love those killer cave spiders! I wish I could keep a blue one as a pet, the color is so pretty. ^_^

Awesome game! Thanks for creating and sharing!

Here is a screenshot of my base, my farm, my papyrus and sugarcane fields, and some trees. Still a lot of work left to do. Yay! :D
Image
 

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Re: [Game]Minetest_Hades[1.1]

by Nathan.S » Wed May 27, 2015 19:26

looks pretty cool. Might have to do a play-through/review of this game.
I record Minetest videos, Mod reviews, Modding tutorials, and Lets plays.
Check out my website.
 

Glünggi
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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Sun Jun 07, 2015 18:29

After 5 months of no response, i estimate, that not really someone have a interest of this game.
So much the more i was surprise when i see this positive Feedback now.
Thanks a lot for your answers and i hope you will have some more fun with it :)
So maybee is it time for me to blow away the dust and to rework and extend the game a bit
@Mokarran
If it happen, that when you come back from mining and you find your farm dry out and all the soil destroyed:
This dosnt happen, when you place the dirt a node higher than the waterlevel. i dont know the risen for this or if the bug allready exist with the newer builds... but if it happens... then try it with one node above the waterlevel.
 

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Re: [Game]Minetest_Hades[1.1]

by GarulfoDG » Mon Jun 08, 2015 20:32

I love the idea! But i have trouble with mapgen : there are lots of trees. Image
I use mapgen V6.

BTW there is no item in my inventory ; maybe is it caused by my 0.4.12-dev version ? Am I the only one ?
 

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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Tue Jun 09, 2015 01:01

@GarulfoDG
Is it posible that you have some mapgen-parameter in your general minetest.conf in the Minetest- maindirectory? And also a line " give_initial_stuff = false " ?
Because this main-conf file, overwrite the minetest.conf from the gamesfolder. its a command structure higher .. its the main conf.
Try to chance this parameters to
For Items at start
Code: Select all
give_initial_stuff = true

For no trees
Code: Select all
mg_flags = notrees, caves, mudflow

For a hilly Landscape
Code: Select all
mgv6_np_terrain_base = -8, 40, (32, 32, 32), 2321, 5, 0.6

for higher jumping
Code: Select all
movement_speed_jump = 9.2
movement_gravity = 7.81

or disable it "--" or delete the whole cheese so that the Main Minetest.conf file in the Maindirectory of Minetest (not the one from Hadesdirectory) is empty (make a savecopy first).. else i have no idea whats wrong.
I use the 4.12 dev Version too...that should not be the problem.
 

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Re: [Game]Minetest_Hades[1.1]

by GarulfoDG » Wed Jun 10, 2015 08:09

Thanks a lot Glünggi, it works great :
  • backup my minetest.conf file
  • add all the parameters
  • start minetest and enjoy the Hades game ;-)
  • (simply deleting minetest.conf didnt worked for me)

That said, i really loved my first hour playing your game. The gravity modification and all the ars/tuff/stone blocks made me fell in a foreign volcanic planet.

Do you plan adding "starting quests" to guide first time player ? For example your "How to start" section:
"search for some water" / "craft fertile sand with sone and ash" / "place it in next to water to get dirt"

Few small things i noticed :
  • Weak torchs are really really weak. Maybe it's my brightness configuration, but they are useless for me. But that forced me to stay near lava lake at night, wich is great for the gameplay.
  • I quickly found a trick to transform lavalake into water lake, wich fell unrealistic.
    + Spoiler
    I guess Mokarran found it too, because i can recognise the typical water pattern on his base screenshot. That way we don't need waterpump to spread water : it lower the difficulty level, but made me fell like a cheater. Is the "lavasource into watersource" a fonction to keep landscape while terraforming ?

Again, thanks for this great game. I think i'm gonna spend many hours playing it ;-)
 

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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Wed Jun 10, 2015 13:59

@GarulfoDG
Yea.. Quest would be fine.. but my modingskills are limited i have also my problems with formspecs and other nice features. i'm not really a programmer . My skriptingsskills are based on copy n chance and try n error. the most of time i dont really know wath i do :D

I know that turning Lavalake in to waterlake is simple and unrealistic... isnt really a secret. (Water > Lava) ... but there is a lot of Lava. And the goal is to turn the lava in to water and the ash into dirt to becomme a habitable Place
The problem to build on a Lavalake is to becomme dirt, cause ash isnt on place and Sand is a falling node.
Conversely: when you build on land you will have the problem with the water but to becomme fertile sand is very simple.
You can place some treenode on ash with a leave node on the top of it- so you can really quik build a "forest" with handplaced 2 nodes trees.
The leaves turns the ash after a while into fertile sand. and later you just must spread the water with a pump, in distance to 20 nodes, so the sand turn into dirt and you have very fast many dirty Land.

So on land you have a placed ground and rare water and on a lavalake btw ocean you have a lot of water but you must place the ground on top of it.
So you have assets on both places.

It is clearly easier to settle on a lava Lake... but not cheating
If you're looking for a challenge, than find yourself somewhere in the country a possible small lake... so 2 x 2 nodes large and try there to survive ;)
(i have tested it.. makes fun but you need patience)
--
Weak torches should be a emergency solution .. so that you not in absolute darkness without any string. I placed it only in a early gamephase or when im in a cave and out of torches.. to see a littlebit with this glowing coal.
---

In Hades you have to dig deep into the ground. you should reach -1000 to becomme Obsidian and deeper to becomme the maximum of ore's or Diamonds.
So you urged to go downwards.
The fastes ( save) way are ladders... so i have build a little obstacle and add nails to the crafting recipe. Iron is rar on the ground but the MutantAshmobs drop rare iron. So you can farm you first iron by killing those Mobs.

And also you need torches to go downwards...so i made weake torches as a obstacle.
So you need strings first to upgrade youre weak torches to a usable ligthsource.. you also need strings to build a bag.. so you must arrange you reccources.

you must plan youre Miningtrips an there are some preparations before you can go down.
--

And finally ..i know there are unrealistics elements in the game... but gameplay > modingskills > realistics
PS: That a so mutch young planet like Hades have marble and coal is unreallistic too ;)

But if some elemets are to worry for you ... feel free to change it.
I have chance the standardgame to becomme hades.. you can chance hades to becomme superhades.. or so :D

That was very mutch of text for me who cant english.. i hope is readable :D
 

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Re: [Game]Minetest_Hades[1.1]

by GarulfoDG » Wed Jun 10, 2015 20:10

Thanks for answering ! And don't worry, your english is more than good enough lol

Well, now i better understand. When i wrote my question i was still preparing my miningtrip searching for iron on surface - exactly as you said.

Sorry for the "unrealistic", it wasn't a negative criticism. As i don’t have any modding skills or experience, i am just amazed and curious. But i learned much reading your answer, specially how you designed the gameplay.
... going back to Hades !
 

Glünggi
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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Thu Jun 11, 2015 02:52

Sorry for the "unrealistic",

Easy ...i havent understand as negative... and its the true ..it isnt realistic :D
... going back to Hades !

Have fun and thank you for playing :)

-------

Edit 06/25/15:
Im working on a new version. I think it will awayable in 1-2 weeks
A preview of the chancelogg:
- powerplant reciep chanced, allowed all saplings
- Chest reciep chanced, allowed all wooden planks
- add strew + add it to stair
- add wool to stairs
- add cactus and obsidian bricks + add it to stairs and columnia
- color addjustments for all colored stuff
- obsidiantransforming chanced (old = Intervall 2000, Chance 75 - New = Intervall 1111, chance 65)
- New textures for carpeds
- chance carpeds "buildable_to" too false (so you dont destroy carpeds, if you try to build on it)
- add glowing cristal (max high = -5000 found in essexit)
- add glowing glass
- add birchtree (craft to palewood- equal to the Paletree)
- add simple bushes (flowersvariation)
- add bedrock (-30000)
- add rusty fence
- add bronze rails
- delete some oversize unused textures (skybox gui)
 

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Re: [Game]Minetest_Hades[1.1]

by Diamond knight » Sat Jun 27, 2015 14:51

you should use a custom skybox

that sky looks too much like a wel developed planet's sky
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Re: [Game]Minetest_Hades[1.1]

by Glünggi » Tue Jun 30, 2015 07:10

@Diamond knight
I have try it... i also paint some skyboxtextures... but i dont figure it out how it works.
My programming- and english skills are very limited.

edit: 7/9/15
Now i figure it out how it works, but i dont wana miss the day/night rythme, allways the same light is boring... so maybe later, when its possible to simulate day/night with a selfmade skytexture.
(the code is still but inactive in /default/player.lua (in the comming update) - so you can reactivate it, if you want add some selfmade skyboxes)

Info:
My update is ready for upload ..but i need some time to testing it before i can upload it. Because i have chance some external mods about the undeclared global variables, and i dont know if this chances makes any trouble.. so i need to make a little testingsession first.
Maybe is it awayable this weekend... maybe a few days later.

Update - Preview:
+ Spoiler
 

Glünggi
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Re: [Game]Minetest_Hades[1.3]

by Glünggi » Sat Jul 11, 2015 14:02

Version 1.3 is online
https://www.dropbox.com/s/iln21tbn2njyj ... s_V1_3.zip
Patchnotes:
+ Spoiler
 

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Re: [Game]Minetest_Hades[1.3]

by ABJ » Sat Jul 11, 2015 19:19

How about you change the sky? Like to a darker, more red-green-oriented color? It would *actually* *make* the planet foreign looking. Now ATM it looks like a messed up minetest_game.
And how about a new lava texture? I'm ready to provide one if you like. (And maybe new water too?)
And see extraterrestrial games such as moontest for inspiration. They've got a lot for you.
 

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Re: [Game]Minetest_Hades[1.3]

by Glünggi » Sun Jul 12, 2015 03:12

Yea a new lavatextur would be nice. But it should not animate, cause on a big area they look like Disco.. blinking Clusters...
And yes another Sky would be nice too. But with a selfmade Skyboxtextur you must play allways with the same ligth, cause the Textur left his brigth in the nigth and also no sun and moon awayable to fake the ligthsource on a moonrealmlike Sky with stars who is allways dark.
The moon on moonrealm dosnt rotate.. so you have allways dayligth... but i love the day and night cyrcle... thats the Problem.
 

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Re: [Game]Minetest_Hades[1.3]

by ABJ » Sun Jul 12, 2015 10:27

Well there must be a way to get around this. I'm pretty sure there is. I simply can't see Celeron (Or any other devs, for that matter :P) being so idiotic as to not show a way. We'll have to do some asking and rummaging.
And adding a new, unanimated lavatexture would require some code-changing (unless you already have unanimated ones that is). But it shouldn't be too hard.
All the same, source and flowing texture should be different.
I'll try tp do the changes.
 

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Re: [Game]Minetest_Hades[1.3]

by Glünggi » Mon Jul 13, 2015 10:22

The possibilities for skybox are atm limited... maybe in the near future... i dont know.
Then the animations are clusterwise... i dont know how this could be chance...
My communication skills are also limited .. my mode of expression and appreciation in english.
so i feel to be unfit to discuss on this set of Problems with the Dev's.. im sorry abouth that.
 

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Re: [Game]Minetest_Hades[1.3]

by ABJ » Mon Jul 13, 2015 12:27

Well, I'm pretty sure the devs will atleast try to understand you. It's worth a try.
Or maybe someone else could do?
 

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Re: [Game]Minetest_Hades[1.3]

by Ferk » Tue Sep 15, 2015 09:10

In my opinion, this is an interesting game that deserves more attention.

I like all the terraforming logic, and the fact that you can turn a pretty adverse wasteland into an oasis full of life.
I do have some observations:

  • Maybe I was just lucky with my seed, but imho, water is a bit way too common in the surface. it would be cool if finding it took some more exploration (without making it outright impossible).
  • The underground is a bit boring. Except for the occasional water and lava pockets there's not that much to see, this is ok for normal games because they at least have some variability on the surface, but in this game there's not much to motivate doing any exploration. I was digging for a long while without finding any caves. Maybe you could include the caverealms mod. It would be awesome if you managed to add underground biomes (supported in v7 mapgen, I think).
  • Btw, requiring iron for ladders is quite harsh, I typically dig straight down when I want to explore the underground and use a lot of ladders, but with nails that's not really an option so mining is much more tedious in this game. Perhaps you could make it so you can receive a lot of nails (like at least 10?) from a single iron ingot. Then it will be 50 instead of 500 iron ingots to be able to reach level -500.
  • For a new user, or for someone who just downloads your game to try it out without reading the description much, it's very hard to know what do you have to do. Since the very basic rules that are needed from the start are unique to this game. I installed it the first time when I started playing minetest and was looking for games but I was doing this quickly and didn't fully understand what I had to do, so when I started playing it looked like it was just a plain wasteland with nothing to do other than just walk around and die of starvation. It was only later when I stumbled upon this thread again after I was more experienced that I gave it a second chance. It would be nice if you could add some sort of message for when a player joins for the first time or give them a book that can be read at any time with some short welcome, description and some explanation on the basics of how to start to obtain soil and trees, making them know that you have to actively turn this arid land into something fertile if you don't want to starve.
  • Also: please delete the old version or hide it under a spoiler tag.. the first time I downloaded the game I was stupid enough to pick the older version (it was bigger in size and it was posted immediately after the first link... also I was mostly looking for github links so my eyes went straight to that section). You should definitely consider making a git repo, this way you don't have to keep old versions and I might even clone it and make perhaps pull request if I actually find something I could do.
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Re: [Game]Minetest_Hades[1.3]

by eduardomezencio » Wed Sep 16, 2015 04:43

This game is really interesting! I'd like to reiterate a thing some people here said: please, github it. It's good to help people keep up to date, to help possible contributors and you may find it good even for your own work. Keep the good work!
 

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Re: [Game]Minetest_Hades[1.3]

by linushsao » Sat Sep 19, 2015 15:39

something happen in my dirt,my dirt seems has broken mesh.

Image
 

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