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Re: [Game] UfoRun [community project][git][uforun]

Posted: Tue Apr 26, 2016 21:08
by benrob0329
Moving it up and down help with positioning, but the collision box (physics wise) is still too big...

Image

Re: [Game] UfoRun [community project][git][uforun]

Posted: Tue Apr 26, 2016 21:42
by Amaz
I think that the collision box is hard coded in the engine. There is a pull to make it customizable. https://github.com/minetest/minetest/pull/2738

Re: [Game] UfoRun [community project][git][uforun]

Posted: Thu Apr 28, 2016 13:37
by cd2
benrob0329 wrote:Moving it up and down help with positioning, but the collision box (physics wise) is still too big...

Image
It would be great If you could make a pull request now :)

Re: [Game] UfoRun [community project][git][uforun]

Posted: Wed May 04, 2016 16:18
by benrob0329

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sat May 27, 2017 10:22
by azekill_DIABLO
is this dead?

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sat May 27, 2017 11:23
by wilkgr76

Code: Select all

cdqwertz Merge pull request #22 from benrob0329/master

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sat May 27, 2017 14:30
by azekill_DIABLO
which means?

Re: [Game] UfoRun [community project][git][uforun]

Posted: Fri Jun 02, 2017 18:12
by Inocudom
I went and checked this subgame's commit history. No, it is not dead.

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sun Jun 04, 2017 13:33
by azekill_DIABLO
cool!

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sun Jun 04, 2017 13:33
by azekill_DIABLO

Re: [Game] UfoRun [community project][git][uforun]

Posted: Fri Jul 28, 2017 12:21
by cd2
azekill_DIABLO wrote:is this dead?
I guess (https://github.com/CasimirKaPazi/uforun ... ntributors), but since this is a community project, anyone can help to improve it. I will merge pull requests on GitHub if anyone wants to keep this project alive. Please open an issue on GitHub if there are any questions because I mostly left the minetest community.

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sat Jul 29, 2017 09:06
by cd2
Amaz wrote:I think that the collision box is hard coded in the engine. There is a pull to make it customizable. https://github.com/minetest/minetest/pull/2738
viewtopic.php?f=18&t=18144

Re: [Game] UfoRun [community project][git][uforun]

Posted: Tue Aug 01, 2017 15:18
by Phoenixflo44
Cool game

Re: [Game] UfoRun [community project][git][uforun]

Posted: Thu May 10, 2018 14:13
by LMD
Enemies would be great !
BTW, are ur coins entities or nodes ? If they are nodes, I suggest making them entities.

Re: [Game] UfoRun [community project][git][uforun]

Posted: Sat Oct 13, 2018 12:08
by Wuzzy
So, this project still looks very bare-bones to me, but also interesting.

The problem I have with projects like these is that there is little to no information on the project goals.

It's also very alpha stage. There is not even a simple test level as demonstration. So I don't really have an idea how the final game would actually look like. If someone decides to work on this project again, I recommend to get a very basic (but working) minimum gameplay working (for demonstration purposes) done first. I'd call it the “minimum viable game”. :-)

So many questions:
Do you have any idea on how the gameplay should work out?
How would the gameplay work?
How would the player progress through the game?
What about level design?
Which game elements to add?
Will it be singleplayer-only?
What are the goals for version 1.0?

Re: [Game] UfoRun [community project][git][uforun]

Posted: Mon Oct 15, 2018 12:46
by Casimir
I would love to see this idea picked up again. Especially since with the changes for 5.0 some of the barriers are gone (we can change the player height now). However, as for now it is not just more than an idea. The game in the current state is not useable. It would be best to start over from scratch.

The first goal was, obviously, to create the "Ufo Race" game that Kenney hat the idea to but stopped developing. A secondary goal on my side was to show that the Minetest engine can be more than a sandbox for building sandcastles, to test out the engine, find its limitations and remove them.
On the other hand, it doesn't seem to me like others have the same goals. Minetest only ships with MTG and will do so probably for a long time. Is it even worth the effort to make a game only a few people might try when they come across it on the forum?

For the gameplay I always imagined there to be servers with custom build tracks and a mod that automatically manages rounds and resets the tracks. Just a simple multiplayer jump and run, no interact, no inventory. Then as soon as it works people will come up with more ideas on how to improve it.

The biggest limitation I see at the moment is how movement in Minetest works. It just feels odd for a racing game.