[game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

[Mob or Boss] sedimentary monster, common mob or summonable boss? Do you want

a boss that you can summon after killing three golems (dirt, stone, sand) ?
6
100%
a common monster that replaces the three 'golems' ?
0
No votes
 
Total votes : 6

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by azekill_DIABLO » Tue Aug 22, 2017 08:56

This game will get updated when MILA will be bug-free and when it will support animations... in a long time, what.
 

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Games Upcoming Content + Dev2lazy

by azekill_DIABLO » Wed Mar 07, 2018 14:41

Okay I kicked MILA off, because it seems the dev is too lazy too work anymore! (False there was an update! > viewtopic.php?f=9&t=15375&start=150#p318377) So I took some code from real developpers and I'm adding an array of various mobs, in order to add life to the game!

Some developpement images, nothing stunning:

Image
testing mapgen: an obvious problem with plains is that they are... emtpy. Of life, of plants, of decorations... I will do my best to correct that. For now the only thing useful with plains is that you can get special flowers for dyes and the moonflower (A.K.A the natural lampost).

Image
testing oregen: I have no idea why this dungeon is built like that, it's so labyrinthine. You can see the ores generate properly. However I'll try to add mossy cobble walls to them. For the style. And spawners, but not before I finished the mobs. In my hand, the next reason to mine: A heart Crystal (terraria players will get it)...

Image
Talking of mobs... Here it is! The dolphin! It keeps trying to jump on land. Next: KELP + CORAL!

One good thing with the upcoming update is that the stability of the client has been improved. the gameplay is much more consistent, but we miss objectives to achieve for now. Tell me what you want to see in the subgame! I think I will only work on this subgame for now, I will be far more productive this way! Cheers!

+++Poll at the top: Should we rename that subgame?
Last edited by azekill_DIABLO on Sat May 12, 2018 13:59, edited 1 time in total.
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by azekill_DIABLO » Wed Mar 07, 2018 17:08

I would like to say thanks to my Columbian Friend which contributed in adding the funniest and unique Minetest-Card set into the game and also for furnishing this game in bananas from ecuador. Mineyoshi, be sure I'll add trees with banana as fast as I can. Thank you!
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by Stix » Fri May 11, 2018 16:38

wow, this looks really nice, and i especially love the new texture for the stone monster! i dont really like the new sandmonster-like mob though, also i think it would fit better with this game if you didnt have such a variety of mobs, with these classic textures and old mods/features i think it would make sense to keep a low variety of mobs, the ones id like to see are: dungeon-master, orreki, stonemonster, and for peaceful mobs: sheep and rats.
*EDIT: maybe a dirt monster too, but i think id prefer stone monsters that spawn above and below ground, and can spawn on blocks like dirt too (maybe call it a sediments monster).
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by azekill_DIABLO » Fri May 11, 2018 18:59

Thank you for your feedback :)

For the sandmonster : Okay I'll remeber that. I'm not fan of sand monster either, but desert are a bit empty no? i'll change their texture at least!
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by Stix » Fri May 11, 2018 19:35

azekill_DIABLO wrote:Thank you for your feedback :)

For the sandmonster : Okay I'll remeber that. I'm not fan of sand monster either, but desert are a bit empty no? i'll change their texture at least!

the sediment-monster (the current stone monster could be renamed to that) will spawn on all kinds of sediments: dirt stone gravel, even sand ;)
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.3]

by azekill_DIABLO » Sat May 12, 2018 13:45

Dear lord. You hate me. I made a new version of the game and forgot to update it on github. There isn't any stone monster (but don't care I'll re-add it).

Updating right now.
 

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[BB;HD 0.4] Update

by azekill_DIABLO » Sat May 12, 2018 13:52

Update 0.4 - All change visible on this post (viewtopic.php?f=50&t=17122&start=50#p313671) where added!

ToDo list is still:
    Important :
  1. Adding sedimentary monster (A boss ???)
  2. Adding banana trees (on beaches i don't care the logic)
  3. Improving plains wildlife.
  4. Kelp and corals (using new drawtype)
    Secondary :
  5. Improve dungeons
  6. testing heart crystal and add stuff to mine.

That's all for now! have fun and report bugs here or PM me for important problems!
Last edited by azekill_DIABLO on Sun May 13, 2018 13:39, edited 1 time in total.
 

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Re: [BB;HD 0.4] Update

by Stix » Sat May 12, 2018 14:23

azekill_DIABLO wrote:Update 0.4 - All change visible on this post (viewtopic.php?f=50&t=17122&start=50#p313671) where added!

ToDo list is still:
    Important :
  1. Adding sedimentary monster (A boss ???)
  2. Adding banana trees (on beaches i don't care the logic)
  3. Improving plains wildlife.
  4. Kelp and corals (using new drawtype)
    Secondary :
  5. Improve dungeons
  6. testing heart crystal and add stuff to mine.

That's all for now! have fun and report bugs here or PM me for important problems!

think of the sedimentary monster as a common mob, the dungeon master should be the boss mob :)
BTW: you said something about a nuke? ;)
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by azekill_DIABLO » Sat May 12, 2018 17:12

No nuke there :P The tnt already looks fantastic to me (auto congratulation)

I was thinking to have a grass 'golem', a rock one and a desert one. They would drop items used to craft a "sedimentary boss summoner". or we can just keep your idea which is quite good to.

+++poll at top: sedimentary monster ?
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by azekill_DIABLO » Sun May 13, 2018 13:21

Dirt monster :
Image

Code: Select all
mobs:register_mob("mobs:dirt_monster", {
   type = "monster",
   passive = false,
   attack_type = "dogfight",
   pathfinding = true,
   reach = 1.5,
   damage = 3,
   hp_min = 3,
   hp_max = 6,
   armor = 100,
   collisionbox = {-0.4, -1, -0.4, 0.4, 0.8, 0.4},
   visual = "mesh",
   mesh = "mobs_monster.b3d",
   textures = {
      {"mobs_dirt_monster.png"},
   },
   blood_texture = "default_dirt.png",
   makes_footstep_sound = true,
   sounds = {
      random = "mobs_dirtmonster",
   },
   view_range = 25,
   walk_velocity = 1,
   run_velocity = 3,
   jump = true,
   drops = {
      {name = "default:dirt", chance = 1, min = 3, max = 5},
   --   {name = "default:dirt_head", chance = 18, min = 1, max = 1},
   },
   water_damage = -1,
   lava_damage = 5,
   light_damage = 5,
   fear_height = 4,
   animation = {
      speed_normal = 15,
      speed_run = 15,
      stand_start = 0,
      stand_end = 14,
      walk_start = 15,
      walk_end = 38,
      run_start = 40,
      run_end = 63,
      punch_start = 40,
      punch_end = 63,
   },
})
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by Stix » Sun May 13, 2018 21:38

azekill_DIABLO wrote:No nuke there :P The tnt already looks fantastic to me (auto congratulation)

I was thinking to have a grass 'golem', a rock one and a desert one. They would drop items used to craft a "sedimentary boss summoner". or we can just keep your idea which is quite good to.

+++poll at top: sedimentary monster ?

i voted your idea ^_^
BTW: dirt monsters remind me of the grinch..... i like it! (also they actually look scary unlike normal dirt mob).
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by azekill_DIABLO » Tue May 15, 2018 17:01

I tried to make them look like something other than some dirt blocks with eyes! And you didn't see the final one!
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by azekill_DIABLO » Tue May 15, 2018 17:08

The sedimentary monster...
Image
Don't trust appearences... This big sedimentary golem may seem sluggish and passive at first glance but once you get closer to him, you'll understand why no adventurer ever fought one and survived...
 

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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by Stix » Fri May 18, 2018 14:33

azekill_DIABLO wrote:The sedimentary monster...
Image
Don't trust appearences... This big sedimentary golem may seem sluggish and passive at first glance but once you get closer to him, you'll understand why no adventurer ever fought one and survived...

I cant see the image :(
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by Stix » Sat May 19, 2018 13:57

azekill_DIABLO wrote:Really? that's weird... it show perfectly for me...

It really want you to see it so I put it on another website:
Image
> http://fr.tinypic.com/view.php?pic=149wj11&s=9#.Wv_2x7Qs-Ig

Awesome! why dont you have it explode in a storm of mese crystals and smoke when you kill it? :3

*EDIT: it would look better if there was also grass on its legs :3
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Re: [game][github]Bountiful Blossoms, Halcyon Days[WIP][0.4]

by azekill_DIABLO » Sun May 20, 2018 11:21

explosion death? i'll see if mob redo can do that.

Sry i messed up the texture they are only prototypes!
 

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