[Game] Hades Revisited [0.15.5]

mampf86
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Re: [Game] Hades Revisited [0.9.2]

by mampf86 » Post

Hi,
thanks for the mod!
I would like to use it with mapserver. So I need a colors.txt.

I am thinking of parsing the tile names and their images using a bash script, then using imagemagick to get the average color of the texture.

But parsing lua using bash, grep etc. is a pain. Any idea how to better get a map of texture names and texture files?

The resulting file should look like this:
mod_name:texture name r g b a t # where a = alpha and t = transparency

Code: Select all

hades_core:lava 204 0 0                                                                                                                                                                                                                                                                     
hades_core:lava_source_animated 255 0 0 
hades_core:lava_flowing_animated 220 10 10
hades_core:lava_flowing 139  56   5   
hades_core:lava_source 139  58   5   
 
hades_core:water 0 0 255 
hades_core:water_flowing  24 122 205 
hades_core:water_source  24 124 205 
 
hades_core:ash 128 128 128 
hades_core:tuff 204 102 0
// Edit: I will try to use a lua parser to find and parse the "register nodes" functions as a starting point.

mampf86
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Re: [Game] Hades Revisited [0.9.2]

by mampf86 » Post

Here's a colors.txt to get you started:

Image
screenshot-01.png
screenshot-01.png (77.9 KiB) Viewed 3875 times
Save the following as colors.txt in your world folder where you have your mapserver-binary as well:

Code: Select all

bedrock:bedrock 57 56 56
bedrock:deepstone 108 99 88
bones:bones 74 74 74
columnia:bracket 59 49 41
columnia:lamp_ceiling 233 231 230
columnia:rusty_block 60 50 40
columnia:machine 120 110 93
flowerpots:flower_pot 35 22 17
glowcrystals:glowcrystal_block 234 217 78
glowcrystals:glowcrystal_torch 239 236 225
glowcrystals:glowglass 254 253 247
gluncarp:wool_blackgold 82 79 27
gluncarp:machine 86 68 19
hades_bushes:green 192 214 183
hades_bushes:white 199 217 192
hades_bushes:yellow 199 217 177
hades_bushes:blue 186 207 190
hades_bushes:red 197 205 178
hades_bushes:orange 200 213 178
hades_bushes:violet 192 204 190
hades_core:dry_shrub 225 218 209
hades_core:grass_1 6 9 3
hades_core:junglegrass 130 158 105
hades_core:cactus 36 96 55
hades_core:cactus_block 42 105 11
hades_core:cactus_brick 64 112 38
hades_core:glowing_cactus_block 42 105 11
hades_core:papyrus 147 227 110
hades_core:sugarcane 150 147 118
hades_core:stone 73 70 57
hades_core:mossystone 72 76 50
hades_core:chondrite 86 84 81
hades_core:chondrite_block 86 84 81
hades_core:chondrite_brick 99 97 93
hades_core:tuff 74 69 60
hades_core:tuff_block 74 69 60
hades_core:tuff_brick 88 85 75
hades_core:tuff_baked 98 58 31
hades_core:tuff_baked_block 99 58 30
hades_core:tuff_baked_brick 110 76 53
hades_core:mossytuff 75 74 56
hades_core:marble 203 207 204
hades_core:marble_block 196 201 198
hades_core:marble_brick 196 199 194
hades_core:essexite 31 40 36
hades_core:essexite_block 34 40 37
hades_core:essexite_brick 54 62 56
hades_core:stone_baked 112 71 42
hades_core:stone_block_baked 111 69 40
hades_core:obsidianbrick 19 21 23
hades_core:floor_chondrite_stone 76 73 66
hades_core:floor_marble_essexite2 125 131 128
hades_core:floor_essexite_gold 80 80 32
hades_core:stonebrick 84 82 71
hades_core:stonebrick_baked 112 72 45
hades_core:dirt_with_grass 85 121 52
hades_core:dirt 114 78 55
hades_core:ash 120 119 113
hades_core:ash_block 112 111 105
hades_core:fertile_sand 113 100 87
hades_core:gravel 107 103 91
hades_core:gravel_block 97 93 82
hades_core:gravel_volcanic 71 39 16
hades_core:gravel_volcanic_block 73 38 15
hades_core:sandstone 191 173 133
hades_core:sandstonebrick 188 173 138
hades_core:clay 183 183 183
hades_core:brick 124 104 80
hades_core:brick_black 75 74 70
hades_core:brick_blue 54 97 141
hades_core:brick_brown 99 77 54
hades_core:brick_cyan 55 132 135
hades_core:brick_dark_green 72 115 54
hades_core:brick_dark_grey 87 88 86
hades_core:brick_green 107 183 71
hades_core:brick_grey 119 120 118
hades_core:brick_magenta 177 57 115
hades_core:brick_orange 189 102 65
hades_core:brick_pink 219 134 132
hades_core:brick_red 156 65 63
hades_core:brick_violet 116 61 164
hades_core:brick_white 209 210 209
hades_core:brick_yellow 213 203 62
hades_core:glass 39 39 46
hades_core:water_flowing 30 130 224
hades_core:water_source 30 130 224
hades_core:lava_flowing 200 83 8
hades_core:lava_source 212 115 48
hades_core:cobble 66 63 52
hades_core:cobble_block 79 76 65
hades_core:cobble_baked 92 56 30
hades_core:cobble_block_baked 95 59 33
hades_core:mossycobble 70 74 49
hades_core:coalblock 29 29 29
hades_core:steelblock 179 179 179
hades_core:tinblock 109 127 126
hades_core:copperblock 192 96 43
hades_core:bronzeblock 117 86 5
hades_core:mese 178 50 164
hades_core:goldblock 196 172 10
hades_core:emerald_block 97 189 60
hades_core:sapphire_block 72 145 201
hades_core:ruby_block 197 31 45
hades_core:diamondblock 177 174 142
hades_core:obsidian_glass 28 43 64
hades_core:obsidian 20 22 25
hades_core:obsidian_block 23 27 32
hades_farming:straw 212 184 67
hades_flowers:white 241 245 237
hades_flowers:yellow 239 240 208
hades_flowers:blue 211 220 221
hades_flowers:red 243 226 220
hades_flowers:orange 233 223 199
hades_flowers:violet 238 235 237
hades_flowers:flowergrass 148 151 116
hades_food:plate 250 250 250
hades_furniture:toilet 240 240 240
hades_furniture:toilet_open 221 225 230
hades_furniture:sink 240 240 240
hades_furniture:taps 217 217 217
hades_furniture:shower_tray 240 240 240
hades_furniture:shower_head 217 217 217
hades_furniture:bars 57 57 57
hades_furniture:L_binding_bars 57 57 57
hades_furniture:chains 57 57 57
hades_furniture:plant_pot 73 40 25
hades_lamps:lamp_wall 216 216 216
hades_lamps:lantern 105 95 58
hades_lamps:lantern_rusty 82 74 66
itemframes:frame 200 169 139
itemframes:pedestal 129 124 123
mobs:spawner 26 59 81
mobs_hades:cobweb 214 216 169
pipeworks:autocrafter 75 73 72
pipeworks:deployer_off 142 113 89
pipeworks:deployer_on 142 113 89
pipeworks:valve_on_loaded 151 152 152
pipeworks:grating 130 130 130
pipeworks:spigot 174 174 174
pipeworks:entry_panel_empty 173 173 173
pipeworks:entry_panel_loaded 173 173 173
pipeworks:flow_sensor_empty 171 171 171
pipeworks:flow_sensor_loaded 176 176 170
pipeworks:fountainhead 171 171 171
pipeworks:fountainhead_pouring 171 171 171
pipeworks:filter 48 76 88
pipeworks:mese_filter 70 63 76
pipeworks:nodebreaker_off 46 46 45
pipeworks:nodebreaker_on 72 72 72
pipeworks:one_way_tube 35 30 30
signs_lib:sign_wall 30 22 11
signs_lib:sign_yard 30 22 11
signs_lib:sign_hanging 80 60 30
signs_lib:sign_wall_locked 27 27 27
trash_can:trash_can_wooden 106 106 106
travelnet:elevator_door_glass_open 185 184 215
travelnet:elevator_door_glass_closed 185 184 215
travelnet:elevator 223 218 207
travelnet:elevator_top 198 198 198
vessels:glass_bottle 33 33 33
vessels:drinking_glass 77 77 77
vessels:steel_bottle 81 81 81
vines:vines_block 34 49 4

MineNewt
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Re: [Game] Hades Revisited [0.9.2]

by MineNewt » Post

Quick issue report from a newcomer. I've only just discovered Minetest and only ever played the bundled base game (v5.4.1) before trying out Hades Revisited.

My first interaction with the game was a fall-damage-death-loop: the character is spawned high above the ground (well, not that high, just a dozen blocks or so) and falls to death, only to respawn at the exact same location. What's frustrating is that the death screen does not provide the option to go back to the game+world selection menu, only pausing (while falling to death, remember) does. I'm sorry I didn't record the seed or spawn position, but I was eager to start playing and did not think about reporting the issue before deleting the world.

What drove me to write this post is another frustration, about the crafting guide this time. The only other crafting guide I've ever used is the one in the v5.4.1 base game which is essentially the same except for one killer feature: the ability to display the uses of an item, not only its recipes. A simple example: using 6 leaves, I can craft some form of plastic. What are the items that I can craft from that? I could brute-force the crafting guide, but I'm probably better off rg-ing the source at that point.

None of the above really stopped me from enjoying the game, though.

mampf86
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Re: [Game] Hades Revisited [0.9.2]

by mampf86 » Post

MineNewt wrote:
Sun Jul 11, 2021 16:43
My first interaction with the game was a fall-damage-death-loop: the character is spawned high above the ground (well, not that high, just a dozen blocks or so) and falls to death, only to respawn at the exact same location. What's frustrating is that the death screen does not provide the option to go back to the game+world selection menu, only pausing (while falling to death, remember) does. I'm sorry I didn't record the seed or spawn position, but I was eager to start playing and did not think about reporting the issue before deleting the world.
The falling-to-death is a known limitation according to the readme. Well… just generate a new seed, I guess?

MineNewt wrote:
Sun Jul 11, 2021 16:43
What drove me to write this post is another frustration, about the crafting guide this time. The only other crafting guide I've ever used is the one in the v5.4.1 base game which is essentially the same except for one killer feature: the ability to display the uses of an item, not only its recipes. A simple example: using 6 leaves, I can craft some form of plastic. What are the items that I can craft from that? I could brute-force the crafting guide, but I'm probably better off rg-ing the source at that point.

I can only agree to the recipie issue. I am a newbie with both hades and minetest myself, and it took me a while to figure out how to make the first dirt/grass.

What's rq-ing? Did you mean git grep the source code? :D That's what I did…

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Wuzzy
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Re: [Game] Hades Revisited [0.9.2]

by Wuzzy » Post

Hello, everyone! I am glad to have people show interest in this game,

but PLEASE do keep in mind this game is still in very immature testing and preview version (that's what "alpha version" means), so bugs, even really stupid bugs, are to be expeced.
I actually have a TON of ideas for this game, and so many ideas for new gameplay aspects, all of which needs to be added, still. Future versions could be very different, who knows?
Feel free to play it to get an early look and follow development (and report bugs, please!), but always expect bugs and terror. I am sorry this was your first experience, tho, such a shame. I thought I made it already pretty clear in the game description and title screen that this is not the finished game.

Have you overlooked those texts or didn't you understand what you mean? I don't ask to shame you, I just really wonder. Because if you didn't understand it, I probably should reconsider the wording …

Yes, the bad spawning position is still a common problem, I am not surprised by the death loop. That wasn't even bad luck, it actually happens frequently.
And still haven't fixed it. :-( It doesn't happen always tho, it depends a lot on the world. When this happens, just try to do a new world. I still need to think of a proper solution to this, it isn't as trivial as it sounds …
I haven't put up a bugtracker yet (as there wasn't serious development until recently), but it will come.

The option to show the uses of an item is a good and important idea, I agree with that, especially given the large amount of crafts it is easy to get lost. I completely forgot about that. By the way, I plan to add various specialized "crafting stations" to the game, in which you can craft only a certain type of items, so not everything is craftable "by hand". I hope this will also help in giving some structure into all the crafts.
So yeah, the questions "What can I do with the stuff I have?" and "What do I need to do/craft/get X?" are very important, I definitely need to carefully design something usable around that. By the way, a crafting guide will not be enough, as "block transformations" also play a role (e.g. fertile sand close to water becomes dirt). There is that simple starter message for new players, but that's obviously not enough.


But I have good news for you: I think I will work on this game from now on as my current Big Project. After I have left the MineClone 2 devlopment for good a few months ago, I needed a new project. And it's Hades Revisited now.

I am still in somewhat of a planning phase. I have so many ideas, that I still need to flesh out. It turns out, game design itself is hard, and that's work that needs to be done before a single line of code is written. There's so many things you need to take into account, coherence also is important. And that's even before balancing.

I already have a rough idea of the big gameplay concepts, but all of them still need to be worked out in detail.
Game design is hard but also fun! I am positive it will turn out to be something good.
The reason why I dropped out of MineClone 2 was because I was sick of cloning another game too precisely. With Hades Revisited, this will be very different: I can finally start to be creative, which is nice.

As for now, the codebase is still in desperate need of cleanup. The worst offenders are Pipeworks and Mesecons. These are both ancient (and broken) versions of the mods. For example, smetimes, the pipes will always be full of water once you filled them, even if you got rid of all pumps. I also don't like the gameplay of this mod in general since it doesn't transport water, it duplicates it (spawns new water source node at spigot). I definitely do want to have pipes in the game, but I guess I'll come up with something completely new instead.

I believe Mesecons will be removed completely eventually. I don't like those complex mechanisms and I feel that will also distract from what the game should be about: Terraforming, landscaping.

I will keep both Mesecons and Pipeworks for the next version, but after that, Mesecons will probably be gone. I still need to completely renew the pipes system tho.



Oh, and YES: The next version is coming! This has a lot of changes but again, it will break compability because I wanted to restructure my code again and don't care about backwards-compability yet. Again, this game is in early development and if I work on compability that early I will never get anything done. :P And I expect compability breakage in more future versions as well, as the code is still in heavy flux. Eventually the situation will stabilize, but I'm not there yet.

Just be prepared to start a new world when you update because your old world WILL break.

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Re: [Game] Hades Revisited [0.9.2]

by Wuzzy » Post

Hello, everyone! Great news for Hades Revisited. Here is the first BIG update for Hades Revisited after a LONG LONG time. After my leaving of MineClone 2, I decided I needed some new project, and it was Hades Revisited.

This update comes with a lot of various different things, it's hard to summarize. Just read the changelog. :D

Combability notes:
WARNING! This update will break your old worlds! If you have a world from 0.9.2 or earlier, and you play it in version 0.10.0, it will be buggy because a lot of deep technical changes were made. Just start a new world instead. If you want to keep your old one, stick to 0.9.2. This game is still in HEAVY flux, and I have BIG plans for the future, a lot is going to change.

Image

Highlights:
  • Press the "Aux1"/"Special" key to choose one of 3 jump strenghts
  • Fix players fairly often spawning at deadly positions
  • Gravity and jump strength has been slightly changed so your max jump strength allows you to jump 3 blocks high cleanly
  • Player inventory and chest size increased from 32 to 40 slots
  • Volcanic Sand! This is an intermediate step before getting fertile sand now and is used for crafting
  • Tons of new blocks with 2×2 tile patterns! And you can rotate them, too, for complex patterns
  • Lush Wood and Cream Wood added for a total of 5 shades of brown from pale to dark (tropical)
  • Canvas Wood is now the only colorable wood
  • A lot of small content additions
Features:
  • Updated the crafting guide
  • Sapling is now Apple Tree Saplinng
  • Sandstone is now Fine Sandstone
  • Screwdriver can now rotate tiles, itemframes
  • Screwdriver can change the direction of the item on pedestals and item showcases
  • Screwdriver can now mirror column base and column tops
  • Change textures, apple tree sapling
  • Orange tree has now a lush wood trunk
  • Chairs and tables are now based on canvas wood instead of any wood
  • Change some inconsistent digging groups
  • New sounds for ash, sand and gravel
  • Stairs, slabs and columnia blocks now have a world-aligned texture. No longer ugly seams when you rotate those things
  • Colorize some messages
  • Change mobs "blood" texture to something non-bloody (I don't like blood lol)
  • Sandstone is no longer diggable by shovel
  • Basic seasons! There's Spring, Summer and Fall and every 10 days the sky and cloud color changes.
  • Hades' distance from its star will change over the year
  • When you die, chat will show the cause of death. This is only visible to you and not the whole server.
Content:
  • Canvas tree, the tree that makes canvas wood, a new wood class that can be colored
  • Three new wood classes: Cream wood, lush wood and canvas wood
  • Add new wooden doors, windows, fences, fence gates, trapdoors, ladders
  • Add a large number of tiled blocks for cool floor pattern
  • Add item showcase
  • Add volcanic sand, an alternative type of sand for crafting
  • Fertile sand in return has lost some uses (there's still the classic sandstone recipe)
  • Add volcanic sandstone, a more coarse-looking sandstone
  • Add pedestals: burned stone, marble, chondrite, essexite, obsidian, fine sandstone, volcanic sandstone
  • Add a few double slabs
  • Add chondrite slab, golden essexite slab, marble/essexite slab and baked stone/sandstone slab
  • Remove birch wood planks (and door, window, fence, fence gate, trapdoor) in favor of the new wood types
  • Remove deepstone
  • Remove snag (was an creative mode-only item)

Texture changes:
  • Apple tree sapling
  • Stone pedestal
  • Fertile sand, fine sandstone (and all variants), dirt, dirt with grass
  • Volcanic ash (just a lower contrast)
  • Glowing Cactus Block
  • Temperate wood door
  • Back texture for itemframe
  • All types of glass are now subtly gray because it's smelted from volcanic sand, which is gray ;-)
  • Other textures I forgot ...
Crafting changes:
  • New crafting guide! It's now in a tab and you can view usages of any given item
  • Crafting of fertile sand has changed
  • Canvas leaves can be used to "uncolor" various colored blocks, and craft paper
  • Birch tree trunk crafts to cream wood planks
  • Only canvas wood can be colored, the other wood classes can't
Bugfixes
  • Fix players fairly often spawning at deadly positions
  • Don't spawn to your (bed) respawn position if it is blocked or deadly
  • Blocks could be placed in the "upper half" of a pedestal, causing overlap. That's no longer the case, the upper portion is now a real block as well, occupying space like it should be
  • Fix some crafting recipe collisions
  • Some screwdriver inconsistencies
  • Seaweed, waterlily, cart, seeds could not be put into itemframes and pedestals
  • Fix various itemframe/pedestal-related bugs
  • Fix all texture alpha warnings
Technical changes
  • Columnia blocks have been rotated so the placement makes more sense
  • Replace the WTFPL with MIT License everywhere
  • Rename a lot of textures in hades_core
  • Renamed many mods for better structuring: bedrock, flowerpots, refruit, rebeds, staffgaia, trash_can, and more. The "rename orgy" isn't over yet, there will be more to come.
  • Update show_wielded_item mod to version 1.2.0
  • Split off tile blocks to new mod hades_tiles
  • Remove various unused files
  • Don't give signs_editor privilege to singleplayer/admin automatically
  • Disable mapgen carving through many crafted nodes (is_ground_content=false)

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Re: [Game] Hades Revisited [0.10.0]

by DOOM_possum » Post

hmm, cool update, is There a way for players to go back to the original version (?)

i'd like to see some of those sound effects, otherwise, an interesting premise, i'll hop in One of These Days, to check out some of those modifications, although i'm not sure where It will take Me, being as i am solely focusing on technology, and not really the system mechanics (like Power Attack, Trade, or Puzzles)

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Re: [Game] Hades Revisited [0.10.0]

by SFENCE » Post

DOOM_possum wrote:
Fri Jul 16, 2021 00:05
hmm, cool update, is There a way for players to go back to the original version (?)

i'd like to see some of those sound effects, otherwise, an interesting premise, i'll hop in One of These Days, to check out some of those modifications, although i'm not sure where It will take Me, being as i am solely focusing on technology, and not really the system mechanics (like Power Attack, Trade, or Puzzles)
You can use the older version of Hades Revisited from the Hades Revisited git repository by checking out/downloading a specific tag.
For example, version 0.9.2.
cdb_3P0AYqjEIn68

stdh
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Re: [Game] Hades Revisited [0.10.0]

by stdh » Post

The game's page at ContentDB has links to old releases, I suppose that's simpler for most people.

--

This is a very interesting game Wuzzy, thanks! Speaking of old releases, on my Minetest version I could only play version 0.8.3, so here I present some

Thoughts & Questions from playing Old Version

  • First: can we have mushrooms? I really like mushrooms. Your game declares compatibility with mod 'mushrooms' but it seems no mods provide that name or functionality...
  • Hades Revisited only supports mapgen v6. Is it a lot of work to make other mapgens work?
  • To give the game some depth, I thought it may be nice if there was some kind of tech tree mirroring the tree of life. I mean, it took real-life earth billions of years to evolve grass, but in HR it's only a few steps: (ash + cobble → fertile sand (+ water) → dirt) + (water → mossy cobble) → grass. So that's a few minutes after you found water, and with the initial pick axe it's nearly free. Thinking of the origin and evolution of early life and reading Wikipedia's page on abiogenesis, I think the complexity IRL allows for some interesting game mechanics. Maybe players need to brew probiotic soup as a significant milestone? And with a few nifty devices, they could skip waiting hundreds of millions of years for DNA or a cell nucleus to happen. :)
  • About initial conditions:
    • Water now is hard to find, but easy to replicate. Maybe there could be different biomes, with one where water is a bit more conspicuous? Maybe a dowsing rod in initially given stuff?
    • I was thinking along these lines: "You wake up in your crashed spacecraft containing minimal supplies: a few environment suits, a bare minimum of tools, some water, a little food." You obviously need some more spectacular starting gear just to survive in the hostile environment you've crashed into! Then, after you've terraformed a little bit of paradise, survival should become easier. A space ship may also be handy to 'attach' some mechanics to: machines (nodes) you can't craft yourself at the start and which you can't relocate.
    • How a about a dedicated starting food system? Something rather low-tech, low-effort, low-yield. In a stroke of silliness, it could be heavy on the stomach so that players need more advanced food to be able jump higher.
  • Concerning the night: why can't you skip the night in bed? I'd also need to check out the new skies. Recently I admired the starry sky in MTG, it was a lot prettier than I remember from a few years back.
  • Also I noticed some outdated mods - at least boost-carts was not updated ever since Glünggi first included it, if I'm not mistaken.
  • Finally, sounds for eating some kinds of fruit are horrible. (Assuming you didn't change them already.) I'm not sure how eating an orange or a banana is supposed to sound like but right now it's the dietary equivalent of chalk squeaking on a blackboard, at least for me. It's like the player is eating the peel too, only to find out that it contains a bit more cement than expected.
So I'm adding to a lot of ideas flying around in this thread, some of which may even realistically be implementable. But I'm curious what your plans are. You said you have plenty of ideas yourself, care to enlighten us? Or will we just have to be patient? ;) I'm mostly interested in what funky game mechanics you come up with.

Now I'll try to get a fresh Minetest so that I can try the newest Hades Revisited too. I'm eager to!

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Re: [Game] Hades Revisited [0.10.0]

by Wuzzy » Post

Thank you for posting! It really means a lot to me. I love comments like these, carefully analyzing every detail, lol.

OK:

Almost all of the points you have touched are things for which I already have plans, yes I thought deeply about many things about what this game will become. It's just I have been still kinda secretive …
I'm still not willing to reveal it all (it's just a lot to write tbh, lol). But one day I will talk more about my plans, when I actually have a solid plan.
To give the game some depth, I thought it may be nice if there was some kind of tech tree mirroring the tree of life.
Some kind of tech tree is planned, but I still need to think of a good concept. Designing a game is a lot of work actually, but it's also super exciting. I don't know yet where my thoughts will lead me to, but I am positive it will turn out something great! I have a lot of notes and concepts, but its all rather chaotic. I need to sort my own thoughts, haha. I always have celeron55's words in my mind, that coherence is important. Not idea how I'm going to get that one right …
Hades Revisited only supports mapgen v6. Is it a lot of work to make other mapgens work?
I have a major overhaul of the mapgen planned, but I have no concept yet. I want definitely to make the whole map be more diverse and also to give a reason to explore a little. Currently, it's pretty much the same everywhere, this needs to change. I am not in a hurry to unlock the other mapgens, it mostly depends on the end result.
The problem is not whether the other mapgens "work" but to make sure they create good worlds. First I want to make sure to have ONE good mapgen, then I MIGHT think about the other ones.
I was thinking along these lines: "You wake up in your crashed spacecraft containing minimal supplies: a few environment suits, a bare minimum of tools, some water, a little food." You obviously need some more spectacular starting gear just to survive in the hostile environment you've crashed into! Then, after you've terraformed a little bit of paradise, survival should become easier. A space ship may also be handy to 'attach' some mechanics to: machines (nodes) you can't craft yourself at the start and which you can't relocate.
Yes, yes, all of that was already thought about. The spawning mechanism will be much different eventually. Maybe there will even a little bit of backstory, who knows? It turns out, the hard part is not the implementation, but the design. :D And don't get me even started about balancing! I can neither confirm nor deny the existence of spacecraft in this game, be it in the past, the present or the future.

My Hades Revisited project is so different from MCL2. In MCL2 I had I was just cloning an existing game design. But now I must design from the ground up (well, based on Glünggi's work, of course). This is new!
How a about a dedicated starting food system? Something rather low-tech, low-effort, low-yield. In a stroke of silliness, it could be heavy on the stomach so that players need more advanced food to be able jump higher.
Yeah, I also wanted to rethink the food system, I also noticed the current system is too simplistic. I am not even sure if I want to keep hunger at all and maybe use a different mechanic. The game is not primarily meant as a survival game, more like a "progress game". Like you start small but eventually end up with mighty and powerful gear and unlock more and more abilities to transform the world. Or something like that ...

As for old boost_cart mod: YES. This mod is on the chopping block already. Actualy, there is still a great deal of really ancient mods/code in this game, there still needs to be a lot of cleanup to get rid of legacy. This is also the reason why I don't care about backwards-compability for worlds at this stage.
Other mods which are on the chopping block are: mesecons (will be gone in next version, and this game is NOT about building full adders and the like), pipeworks (too broken, replacement is planned), signs_lib (too ugly, I want new signs), mobs (I want a new mob API, probably Mobkit), vessels (too MTG-y), travelnet (too OP, I want my own teleportation system) and more.
I hope to eventually reach a point when things have stabilized a little, but for now always assume that updates might break your world (that's alpha-stage software for you ...).

It is intentional that you can't skip the night, so you have to deal with the darkness. Sorry, that's just the way it is. ;-)
There is also no fire in this game, this is also fully intended.

I really didn't think about mushrooms so far. I have so many other plants on my idea list, but not mushrooms yet. Not sure if I want them, but those will probably a late-stage thing because of water.
My idea is to draw inspiration from the vegetation around the world except arctic and sub-arctic climates. Maybe also some fantasy plants like the pale tree.

Speaking of vegetation, I recently worked a little on grass to behave more like an actual plant. Grass seed will be added, and dirt will no longer automatially turn grassy. I also added grass color. And there are multiple stages for grass on dirt now: https://satoshiupload.com/images/hUr1KvDRFi.png
It's not much, but a start.

I agree that water is too easy to replicate, which really doesn't make sense for the premise of this game. What's worse, with pipes you can also clone water sources, but this is totally wrong. I do plan to rethink the liquid mechanics, as this will be obviously very important but I don't really have a concept yet. It's on my long "need to think about" list, lol.

Eating sounds: Ooff, that's a good one, yeah. Yes this sound is really really old and not fitting, lol. Thankfully, I got a nice microphone and this game includes some of my own recordings (not the eating sound!), and I am constantly replacing the sounds bit by bit, until none of the MTG sounds remain. I feel like the environment sounds will be a big part of this game.
Some node sounds have been replaced already. I want to get rid of any trace of MTG. ;-)

Again, thanks for the great comment, it's clear you have thought a lot about this game, which is cool.

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Re: [Game] Hades Revisited [0.10.0]

by stdh » Post

Hey Wuzzy, thanks for revealing some of your plans. I'm glad you like my feedback. From my side as well, it's the result of a lot of notes collected while playing quite some time. Something to do with perfectionism...
Wuzzy wrote:I can neither confirm nor deny the existence of spacecraft in this game, be it in the past, the present or the future.
Hm, does your day job involve politics, perchance? Or maybe Area 51? 😁 Personally I like a story in a game, and also survival stuff, but if Hades Revisited will be something else it will still be interesting.

Celeron55's advice to make a coherent whole seems on point. I'd say, take your time and don't be afraid to break things or remove stuff that doesn't fit nicely. Remember:
Destruction leads to a very rough road but it also breeds creation.
And earthquakes are to a girl's guitar, they're just another good vibration.
And tidal waves couldn't save the world from Californication but I'm not sure how relevant that is. Anyway, I consider myself fairly warned that new versions may/will break my worlds. If people still don't get the message, the only thing you could do more is to move the "(EARLY TEST VERSION)" in the short description to the front, so that it shows inside the game's package browser without scrolling the tiny text field. Well, that and replace the main image with a block of lava saying "I'm gonna eat your world on the first update". Not sure how that fits in your planned aesthetic design though.

Inspired by the copious lava on Hades, I had a look to see if someone already made volcanoes for Minetest. They seem to exist in the mod 'Magma Conduits', but I haven't seen them in action. I think some actual erupting volcanoes and the resulting forest fires would be interesting, and evil, but presumably too destructive for your taste. But that mod (more or less) recommends Dynamic Liquid, where the same author seems to have done some experiments with a different liquid mechanic. Maybe interesting for Hades?

Since I'm playing the latest git commit, I found some grassy bugs:
  • junglegrass doesn't drop junglegrass; compensated by↵
  • when I crafted a grass clump and then placed it, I got 65531 grasses in my inventory -- underflow?
Seasons are quite cool. Is yours the first implementation in Minetest? The changing size of the sun didn't occur to me, it's not very visible through the thick cloud cover. As for the grass, I'd need to play another year with less trees and more dirt-with-grass, but I already noticed different lengths. It's a good idea to make the 'grassiness' of dirt come at a price, but now there's two kinds of 'grass' and it's a bit confusing. Also, it takes quite some work to craft a green meadow. Maybe I could use a dirt ray and a mass-grass-gun or something...

Would you want help testing new stuff? I'm not sure I have enough motivation to do much, but testing some things should be possible for me.

I wish you a lot of fun designing a Revisited Hades!

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Version 0.11.0 released!

by Wuzzy » Post

Version 0.11.0 is here!
As always, this is a world-breaking change ... kinda. I think the only problem will be a few unknown items and nodes this time, that's all. Oh, and all of Mesecons will be gone.

Changelog:
  • Add recipes to smelt various steel items back to ingots
  • Grass changes color per-season
  • Grass now must be grown from grass seeds
  • Dirt no longer grows grass on its own
  • Grass clump changes sizes over time
  • Grass clump no longer is placed in random size
  • Add dead grass clump (Creative Mode only)
  • Make tropical grass smaller
  • New sounds: Grass, glass, dirt, bush, fall damage, wooden ladder, metal ladder, wet soil, water droplet on water, water droplet on lava
  • Move orienteering info to the right
  • Add simplified compass HUD
  • Change sounds for: armchair, bones, table lamp, straw
  • Remove ALL mesecons items
  • Remove item: Detached vine
  • Remove item: Sextant
  • Rename wool to cloth
  • Rename potato seed to sprouting potato
  • Fix some items not looking right in itemframe
  • Fix staff of gaia being uncraftable
  • Fix furnace infotext
  • Fix missing furnace slots
  • Change papyrus image and nodebox
  • Change appearance of several farming plants
  • Improve some simple leaves textures
  • Add /season command to force a season (for testing)
  • Mod restructuring: New mods: hades_seeds, hades_grass


As previously announced, I changed the grass behavior in this update. Basically, grass must now be manually planted with the new grass seeds. The new grass mechanic probably will need some balancing but the basic idea is that spreading grass will be more difficult. Probably it might be a bit TOO expensive/tedious for now but I do plan to add automatic grass spreading later. Although I do plan to want to require some special device for that later ...
In fact, I want to add seeds for every plant.
Seasons are quite cool. Is yours the first implementation in Minetest?
No. I just looked and found a thread called "4 Seasons" that dates back to 2012, but all the code seems to be lost. My seasons are not inspired by any particular mod. Seasons in Hades Revisited are supposed to have both an audiovisual and a gameplay effect. First of all, grass, leaves, sky and probably other things will change color (with grass and sky already working). What is also planned is that some plants and fruits will only grow at certain times of the year, so time will play a bigger role. This will certainly make farming more intereting. Maybe seasons will affect other things in the game as well, but this isn't for sure yet.
The changing size of the sun didn't occur to me, it's not very visible through the thick cloud cover.
That's intentional, this is because the sky is quite sulphuric, making the sun hard to see. I plan to add a method someday to clear the atmosphere, which your plants will like. Anyway, the sun size is only meant to be a subtle change anyway.

Some words about the future release schedule: I plan to do at least 1 release per month.

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Re: [Game] Hades Revisited [0.11.0]

by DOOM_possum » Post

nothing better than a world breaking BUILD, well, looks relatively sweet

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Re: [Game] Hades Revisited [0.11.0]

by twoelk » Post

reads interesting - havn't played hades for a while though.

from tinkering with an own project I started to think more about the way players should be able to interact with plants.
at first I expanded on the use of the shovel as seen in some mods where they are used to be able to move plants intact as a whole in contrast to having grow them from seeds or such.

When you start gardening in real life in ernest you are usually involved in some replanting and moving the plants around from secure nurseries out to the open garden and sometimes changing the spacing once the plants get bigger. That is the plants need to be moved to different places according to their stage of growth in order to advance to the next stage. Of course they might get along alone in the wild but this way plants can be raised in greater numbers with less resources and have better chances to survive if allready a certain size when confronted with an environment that might be not quite their naturall habitat. (We actually use quite a lot of our cultur plants outside of their natural "comfort zone" in places they wouldn't thrive on their own)

Maybe concepts like this could be of interest for a game that has the establishment of a player supporting environment in a hostile world as theme.

funfact about grass is it is a relative newcomer as plant. It is absolutely not an ancient simple plant from which others evolved but rather the other way around. Grass is more or less the most recent reduction to a more simple and fast concept at least from the viewpoint of the casuall human gardener. From the chemistry involved to make use of sunlight - well that is quite another story and an exciting one at that (study https://en.wikipedia.org/wiki/C4_carbon_fixation to learn more)

So for starting an ecological system in a barren place one should probably begin with algea, fungi and maybe lichen as starter ;-P ... might be somewhat more boring though than raising potatoes with ones own shit as sole nutrition source.

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Re: [Game] Hades Revisited [0.11.0]

by SFENCE » Post

What about adding some abm function like:

Code: Select all

minetest.register_abm({
	label = "Spread Dirt-with-Grass",
	nodenames = {"hades_core:dirt"},
	neighbors = {"hades_core:dirt_with_grass"},
	interval = 50,
	chance = 20,
	action = function(pos, node)
		local above = {x=pos.x, y=pos.y+1, z=pos.z}
		local name = minetest.get_node(above).name
		local nodedef = minetest.registered_nodes[name]
		if nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light")
				and nodedef.liquidtype == "none"
				and (minetest.get_node_light(above) or 0) >= 13 then
			local nextnode = hades_core.get_next_grass_cover_level(node.name)
			if nextnode then
				minetest.set_node(pos, {name = nextnode, param2 = node.param2})
			end
		end
	end,
})
?
cdb_3P0AYqjEIn68

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Re: [Game] Hades Revisited [0.11.0]

by SFENCE » Post

Looks like you lost glass_bottle from olive_oil when you craft tomato salad.
cdb_3P0AYqjEIn68

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Re: [Game] Hades Revisited [0.11.0]

by rudzik8 » Post

I just can't play lol
I'm stuck in this empty gray world
Wtf?
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MineClone2 dev and modder and the creator of Voxelgarden (revived) || Codeberg

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Re: [Game] Hades Revisited [0.11.0]

by Wuzzy » Post

Do you have any logs of this? Otherwise, I can't help.
Also note that experimental Minetest versions are never supported. Try Minetest 5.4.0.

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Re: [Game] Hades Revisited [0.11.0]

by gustavo1 » Post

cool game... maybe for more publicity you can start a server with hades on it, so that other people can help eachother in a hard life with rules of course...

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Re: [Game] Hades Revisited [0.12.0]

by Wuzzy » Post

Verson 0.12.0 is released!

This version is a little chaotic and doesn't offer a lot of new things because I got distracted in the last month and also needed some pause … The biggest goodie is probably the skin chooser. It doesn't have the usability yet, but it's a start.

For server operators, I am happy to announce that protection mods should now be properly supported … mostly. Most special blocks like beds should respect protection now. The only major case that isn't properly supported so far is tree growth; I am planning to completely redo how trees work eventually. Please let me know if you find anything else that fails to respect protection.

Furthermore, I experimented with charred wood a little. There is no fire in this game, and this is intentionally, but I want lava to have a different effect on plants: They become charred or burned. Currently, only trees are affected. This doesn't have a benefit, I just thought it was a small little gimmick to have, and maybe I am going to expand this mechanics on other plants eventually.

There's a new tool for creative mode: The Magic Shaper. This is a simple tool to magically change the shape of a block that has several shape variants. Currently, supported blocks are: Stairs, Column Links/Bottoms/Tops (from the Columnia Workstation). For example, this is useful for roofs to quickly turn stairs to inner, outer and normal stairs without having to pick each variant out of the inventory first.
I eventually plan to make this tool craftable, but I first need to make sure the crafting cost of affected blocks is always equal (no free material farming). I might also plan to add more shape variants to other blocks, like furniture or whatever.


Changelog:
  • Add basic custom player skins with changable skin, shirt, hair, accessoire, trousers, ...
  • Players start with a random skin
  • Add wardrobe to change skin
  • Add "/skin" command to change your skin (needs "creative" privilege, however)
  • Implement Minetest's protection API for most blocks (using minetest.is_protected)
  • Change shape of fence gates
  • Walls connect to fences now
  • Add straw sounds
  • Add locked chest/door sounds
  • Add "/date" command (shows day, season, year)
  • Make branch bush (formerly "dry shrub") craftable
  • Add magic block shaper, changes shape of blocks (for Creative Mode only for now)
  • No more "impossible bookshelf": Books now only appear at two sides of bookshelf
  • New branch bush texture
  • Add charred trunk, burned branches, charred wood slab/stair
  • Trunk and leaves become charred and burned when next to lava, or when sapling burns next to lava
  • Charred trunk, wood, etc. has a lower sound pitch
  • Rename Lush Tree to Orange Tree
  • Simplify collision boxes of trunks and similar blocks
  • Leaves now require a matching tree trunk to survive instead of any trunk
  • Branch bush is pottable now
  • If you craft tomato salad, you'll keep the glass bottle (thanks to SFENCE to reporting!)

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Re: [Game] Hades Revisited [0.12.0]

by Linuxdirk » Post

The most awesome thing about this game is that it is in development since 2018! Three years of constant updates and bugfixing is quite impressive! And every update adds/changes so many cool things!

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Re: [Game] Hades Revisited [0.12.0]

by Wuzzy » Post

Actually, development was on ice for most of the time during this period, so saying "3 years" is kind of a stretch. But I'm glad to see you're excited! ;-) I have a lot more planned, so stay tuned!

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Version 0.13.0

by Wuzzy » Post

Here's a new release again, version 0.13.0 is here. This release is a little bit all other the place.
  • Add /info_mission and /info_world commands to get info about your mission, the planet, and more
  • Dampening your jumps with the "Aux"/"Special" key now requires the jump dampener
  • Add equipment slots in your inventory
  • Add jump dampener (put into equipment slots and press Aux/Special key to enable)
  • All orienteering tools like compass can be put into equipment slots to save space
  • All plates and bottles are now placable (including those with food)
  • Add screwdriver sounds
  • Add Soil node to creative inventory
  • Farming plants now wave
  • Players who stray away too far in the region will get radiation damage
  • Add baldness
  • Rename/Redo mod: plants_lib → hades_plantslib
  • Stairs, slabs and trapdoors are placed upside down if you pointed to the upper half of the side of a block
  • Fix low pointing range of hand in Creative Mode
  • Removed cart and rails
  • Removed travelnet
  • Removed drinking glass, steel bottle, bathroom kit, chains, flower grass
I've removed a bunch of decorative blocks since I think they don't really fit into the game's design and they looked kinda ugly. In the long run, I want to add different decorative blocks. I believe I want to get into a more sci-fi-ish direction, loosely.

Travelnet was removed because it was very old, clunky code. I plan to make my own teleportation system anyway.

The new info commands will eventually be removed again in favor of interactive info terminals. I decided to put some lore into the game. The "Planetary Data" screen is special and serves not only as lore; some data points are actually based on settings and thus can differ. Like the gravity. Don't mind the ugly default formspec style, I want to do a proper style later, but I need to think of a good design …

You will notice the term "region class". Regions are what Hades Revisited calls Minetest worlds. I just think the term "region" is more fitting since this game always plays on the same "world", namely Hades, just different "regions" of it. ;-)

Heck, while I'm at it, I guess I take the opportunity to finally talk more about some of my plans:
So, a region class is basically "mapgen" rebranded. Except it is not just a mapgen, but a mapgen + a lot of tweaks thanks to settings. Currently, still only one mapgen is available with a fixed set of parameters and it's region class 6 (the only one, currently). It's number 6 because of mapgen v6, but this is a lazy name choice, maybe I'll think of better names later on, who knows?
But I want to try to extend that later. My idea is to manually work out some mapgen presets that fit the game the most and provide those as choices to the player (hence, region classes), each (hopefully) providing its own playstyle.
Because letting the player having to tweak every single mapgen switch manually can take forever and almost forces them to design their own game.
Also, I definitely do not want to go the lazy path by just unlocking the other mapgens and just relying on the default mapgen parameters. Cuz then this game's mapgen is just a reskinned Minetest Game. I don't want that. Anyway, this region thing is a long term goal, it will still take a long time before I even start working on it. Tweaking mapgen parameters is TEDIOUS but it will be worth it.
Oh, and don't worry: There will still be the possibility for the player to go into "custom" mode which gives access to all settings again. The only problem I have is that I probably need to change the main menu for this ... :-(


Compability notes
Everything I removed in this release will become unknown nodes in your world. You can safely remove those, because those nodes are not coming back.

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Doors!

by Wuzzy » Post

I have incorporated the Doors Redux mod from sorcerykid into Hades Revisited recently. If you ever played on the JT2 server before, you know what it is. I have applied many changes and bugfixes as well.

Doors will have many new nice features. The screwdriver will be able to do 2 things now:
1) Punching will mirror, putting the hinge to the other side
2) Placing will move the door to the center. This is nice for putting doors between bars.

Image

An open centered door will occupy 4 blocks instead of the usual 2 because the door opens "into" 2 neighbor blocks. Centered doors can be opened into any block that you can normally build into: air, water, grass, etc. Those blocks will be destroyed. A centered door will refuse to open if solid blocks like stone are in the way.

Classic non-centered doors, of course, are not affected by this.

A wrench item allows you to make the door close automatically after 2.5 seconds, or to force it to stay open.
You can also lock and unlock doors for other players. I haven't tested this much yet, because it depends on protection. This is directly copied from Doors Redux. The wrench will get used up over time, but if you hold down the Sneak key, you can see the current door state "for free".

This also works for trapdoors.

Door ownership will be removed, the Minetest Game paradigm of "steel = owned" will not apply. I like to use protection for that instead. This also means all doors start unlocked by default.

And there will be many new doors. From Doors Redux I only included the dungeon doors so far. The other Doors Redux doors still look nice, but don't match because of the wrong color. I've added a set of several stone doors.

Image

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Re: [Game] Hades Revisited [0.13.0]

by SFENCE » Post

Hi.

There is a problem with the coconut palm trees. Leaves fall down after trees grow. Only trunks will remain.
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