[Game] Voxus (cancelled)

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Mon May 18, 2015 20:15

WhoAreYou wrote:Kenney, will be multiplayer aviable in VoXus?

Absolutely, Minetest supports mutliplayer so Voxus will too!
Games:
Voxus | UFO Race
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Tue May 19, 2015 07:41

Kenney um if you're writing yourself, don't forget that physical=true ok :) :D
Or another ABJ might start crying about collision detection (As I have done)
@WhoAreYou how can he not make it available?
 

User avatar
rubenwardy
Moderator
 
Posts: 5759
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Voxus (WIP)

by rubenwardy » Tue May 19, 2015 08:34

WhoAreYou wrote:Kenney, will be multiplayer aviable in VoXus?


It uses the Minetest engine, so it will probably be. If servers are hosted for it, ofc.
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

Re: Voxus (WIP)

by jojoa1997 » Tue May 19, 2015 11:29

Kenney this looks awesome. Nice job!
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Tue May 19, 2015 20:11

jojoa1997 wrote:Kenney this looks awesome. Nice job!

Thanks, glad to hear that! :)

Little progress update; writing design document which pretty much covers every gameplay aspect, will be published once done. Also putting all planned nodes into an Excel sheet, I will program a little app later on that converts it to something LUA can read. Because of the sheer number of nodes an Excel sheet is absolutely necessary.

Image
Games:
Voxus | UFO Race
 

twoelk
Member
 
Posts: 1317
Joined: Fri Apr 19, 2013 16:19
Location: northern Germany
GitHub: twoelk
IRC: twoelk
In-game: twoelk

Re: Voxus (WIP)

by twoelk » Wed May 20, 2015 01:10

such a list might be useful for things like making a colors.txt for the minetest-mapper
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Wed May 20, 2015 07:04

Hmmmm..........scaffold is going to be useful.
And could you consider adding trains as a future thing? jordan4ibanez is working on a train mod and he has gone far.
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Wed May 20, 2015 08:40

ABJ wrote:Hmmmm..........scaffold is going to be useful.
And could you consider adding trains as a future thing? jordan4ibanez is working on a train mod and he has gone far.

Trains aren't planned yet, just minecarts.

Update on progress:
Started writing the CSV2LUA application, works really well and saves a lot of time. Now expanding to also easily allow multiple nodes (grass1, grass2, grass3 etc.).

Image
Games:
Voxus | UFO Race
 

User avatar
jojoa1997
Member
 
Posts: 2890
Joined: Thu Dec 13, 2012 05:11
Location: Earth

Re: Voxus (WIP)

by jojoa1997 » Wed May 20, 2015 10:27

Kenney wrote:
ABJ wrote:Hmmmm..........scaffold is going to be useful.
And could you consider adding trains as a future thing? jordan4ibanez is working on a train mod and he has gone far.

Trains aren't planned yet, just minecarts.

Update on progress:
Started writing the CSV2LUA application, works really well and saves a lot of time. Now expanding to also easily allow multiple nodes (grass1, grass2, grass3 etc.).

Image

Is the CVS thing what you were talking about with the excel sheets?
Coding;
1X coding
3X debugging
12X tweaking to be just right
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Wed May 20, 2015 11:00

jojoa1997 wrote:Is the CVS thing what you were talking about with the excel sheets?

Yep, basically it converts a sheet with data into nodes that Minetest understands.

The spreadsheet has been made public, so you can see what I'm working on :)

https://docs.google.com/spreadsheets/d/ ... sp=sharing
Games:
Voxus | UFO Race
 

User avatar
srifqi
Member
 
Posts: 556
Joined: Sat Jun 28, 2014 04:31
Location: Indonesia
GitHub: srifqi
IRC: srifqi
In-game: srifqi

Re: Voxus (WIP)

by srifqi » Wed May 20, 2015 16:17

This subgame is getting nicer!

Will be there a translation support?
I'm from Indonesia! Saya dari Indonesia!
Terjemahkan Minetest!
Mods by me. Modifikasi oleh saya.

Pronounce my nick as in: es-rifqi (IPA: /es rifˈki/)
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Wed May 20, 2015 16:59

This.....is.........EXCELLENT!!!
/me goes mining for stuff for voxus
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Sat May 23, 2015 11:45

Small progress update on boring stuff:

I've decided to switch from CSV to TSV files, it doesn't really make a difference other than TSV files using tabs to split content and CSV uses commas - the comma made a few things like tiles impossible to keep hold of.

The TSV2LUA script is doing an excellent job, I can even add functions like on_place to the sheet and create series of items (grass1, grass2, grass3 etc.) which are randomly placed in the world.

Progress so far:

Nodes listed: 100,00%
Nodes drawn: 76,09%
Nodes exported: 28,99%
Nodes in-game: 2,90%
Crafting recipes: 7,25%
Design document: ~10%

And here's a screenshot to make this post a bit more interesting;

Image
Games:
Voxus | UFO Race
 

Sokomine
Member
 
Posts: 3828
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Voxus (WIP)

by Sokomine » Sat May 23, 2015 14:20

Kenney wrote:The TSV2LUA script is doing an excellent job, I can even add functions like on_place to the sheet and create series of items (grass1, grass2, grass3 etc.) which are randomly placed in the world.

Your script may help a lot with repetitive work of decorative nodes. However, most nodes tend to get additional functionality later on, and then it'll be easier to have it all just in lua.

Kenney wrote:And here's a screenshot to make this post a bit more interesting;

Nice! Lots of comftable chairs for tired travellers :-)
A list of my mods can be found here.
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Sat May 23, 2015 15:33

You will not be disappointed in my opinion of that Kenney! ;)
BTW what are crate-skeleton like nodes?
 

Baggypants
Member
 
Posts: 30
Joined: Mon Aug 25, 2014 17:42
GitHub: Baggypants

Re: Voxus (WIP)

by Baggypants » Sat May 23, 2015 16:38

ABJ wrote:You will not be disappointed in my opinion of that Kenney! ;)
BTW what are crate-skeleton like nodes?

I think they are proto-crates
viewtopic.php?f=50&t=10895#p166717
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Sat May 23, 2015 20:09

You first craft one of those framework blocks (with either wood, aluminium, iron or titanium) and then put plating on it (again, either wood, aluminium, iron or titanium). That way you build your base, monsters can remove the plating and ultimately destroy the framework too.
Games:
Voxus | UFO Race
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Sun May 24, 2015 11:37

That's horrible. I hope you don't make it too easy for them. And is ordinary blockbuilding possible too? As a way of protection?
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Sun May 24, 2015 14:33

ABJ wrote:That's horrible. I hope you don't make it too easy for them. And is ordinary blockbuilding possible too? As a way of protection?

Nah, it'll take quite a lot of force to break a block and mobs will behave a bit different than normally in Minetest. They attack only if they've seen you, and back off after X seconds, and be pretty rare and only at night. Normal blockbuilding will be in there too, but mostly for other types of blocks like stairs, windows, spikes and doors.
Games:
Voxus | UFO Race
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Sun May 24, 2015 15:53

OK :) Well, that and I would like some sort of an explosion destructive mob, like the MC Creeper and a super destroyer that can cause a LOT of destruction. And what if someone was using another mod that has blocks? You'll need to take this into account or the frames and cool stuff will become easily circumventable and thus useless.
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Sun May 24, 2015 16:12

ABJ wrote:And what if someone was using another mod that has blocks? You'll need to take this into account or the frames and cool stuff will become easily circumventable and thus useless.

Won't be taking other Minetest mods in account when creating Voxus, so it won't be directly compatible with any of the mods.
Games:
Voxus | UFO Race
 

User avatar
Excalibur Zero
Member
 
Posts: 142
Joined: Tue Apr 02, 2013 19:45
Location: United States
GitHub: ExcaliburZero

Re: Voxus (WIP)

by Excalibur Zero » Sun May 24, 2015 16:14

ABJ wrote:And what if someone was using another mod that has blocks? You'll need to take this into account or the frames and cool stuff will become easily circumventable and thus useless.

If Voxus uses its own nodes (ex. "voxus:apple") rather than the default nodes (ex. "default:apple") then most mods will not be compatible with it. Since most mods depend on the default mod that contains all of the default nodes.
 

ABJ
Member
 
Posts: 3015
Joined: Sun Jan 18, 2015 13:02
Location: In Earth orbit, with a perigee of 1048 km and an apogee of 1337 km and an inclination of 69 degrees.
GitHub: ABJ-MV
In-game: ABJ

Re: Voxus (WIP)

by ABJ » Sun May 24, 2015 17:08

sad :'( But hope you will make a Voxus version of popular mods such as homedecor, streets, mesecons, moreblocks, moreores, etc
 

User avatar
rubenwardy
Moderator
 
Posts: 5759
Joined: Tue Jun 12, 2012 18:11
Location: United Kingdom
GitHub: rubenwardy
IRC: rubenwardy
In-game: rubenwardy

Re: Voxus (WIP)

by rubenwardy » Sun May 24, 2015 18:45

He doesn't really need to do that, the community could port it. And anyway, Voxus will probably not need many content mods like homedecor when he's done with it.
 

User avatar
Kenney
Member
 
Posts: 131
Joined: Fri Jan 02, 2015 12:12
In-game: Kenney

Re: Voxus (WIP)

by Kenney » Sun May 24, 2015 18:46

rubenwardy wrote:He doesn't really need to do that, the community could port it. And anyway, Voxus will probably not need many content mods like homedecor when he's done with it.

That's what I'm aiming for, would like Voxus to have enough content to be sufficient out of the box. Ofcourse, with a little modification here and there Minetest mods could easily fit within Voxus.
Games:
Voxus | UFO Race
 

PreviousNext

Return to WIP Games



Who is online

Users browsing this forum: No registered users and 3 guests