[Mod] Goblins [goblins] [WIP]

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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Nathan.S wrote:Are the Goblins suppose to put out torches/knock them down, 'cause when I was recording my mod review video for this upcoming Monday I noticed them knocking all my torches down, just wondering if that is a bug or intentional.
Yes most of them put out torches.. The light hurts their eyes

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Re: [WIP] Goblins [mobs_goblins]

by Nathan.S » Post

ah, I figured as much.
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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

One of them tries to create a den for the horde..

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Re: [WIP] Goblins [mobs_goblins]

by Sokomine » Post

FreeLikeGNU wrote: One of them tries to create a den for the horde..
Sounds fine! Perhaps they'll be more willing to cooperate with the player afterwards? There could be some trading going on...
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Re: [WIP] Goblins [mobs_goblins]

by Ben » Post

FreeLikeGNU wrote: Yes most of them put out torches.. The light hurts their eyes
Hehe... pair this with my Beware the Dark mod, and this goes from annoying to downright deadly :-P

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Re: [WIP] Goblins [mobs_goblins]

by philipbenr » Post

Ben wrote:
FreeLikeGNU wrote: Yes most of them put out torches.. The light hurts their eyes
Hehe... pair this with my Beware the Dark mod, and this goes from annoying to downright deadly :-P
viewtopic.php?f=9&t=11517

...and survival...

I would actually try and make a subgame out of this...

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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Survival: Beware the goblin hordes in the dark! Sounds like a winner %\D

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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

I haven't tried it yet but I really like the concept and the graphics. It even looks professional.
Also goblins is fitting for the caves and original (vs minecraft). It would be awesome if mobs like this (+ animals) were added to the official game.

I just wish there was a stable/efficient mob API. How many goblins can be in the same area before the game starts to lag?
Last edited by Ferk on Wed Aug 26, 2015 23:58, edited 1 time in total.
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Re: [WIP] Goblins [mobs_goblins]

by philipbenr » Post

Depends on your CPU (and GPU too a bit I suppose...)

There are multiple, but not many are stable and good...

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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Ferk wrote:I haven't tried it yet but I really like the concept and the graphics. It even looks professional.
Also goblins is fitting for the caves and original (vs minecraft). It would be awesome if mobs like this (+ animals) were added to the official game.

I just wish there was a stable/efficient mob API. How many goblins can be in the same area before the game starts to lag?
Thanks for the compliments!

I really wish that some basic mob functionality were part of minetest too, even if not in minetest_game or optional defaulted as off. What would we sacrifice in flexibility with the speed gain from this being part of the engine, coded in C++?

I've been really torn over mob API, but I chose that from TenPlus1's mobs redo as its well featured and flexible. I think Calinou's carbone_mobs is also good, but I would not know how to get the additional functionality into it without making it a mess.

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Re: [WIP] Goblins [mobs_goblins]

by Nathan.S » Post

In response to how many goblins can be in an area before it starts to lag, I had a whole bunch in this video, and noticed no lag, and I was recording the screen at the same time. https://www.youtube.com/watch?v=S3exoLdEw_Y
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Re: [WIP] Goblins [mobs_goblins]

by Don » Post

Nathan.S wrote:In response to how many goblins can be in an area before it starts to lag, I had a whole bunch in this video, and noticed no lag, and I was recording the screen at the same time. https://www.youtube.com/watch?v=S3exoLdEw_Y
This would be awesome with your survival game. I will have to try it.
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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

Nathan.S wrote:I had a whole bunch in this video, and noticed no lag, and I was recording the screen at the same time. https://www.youtube.com/watch?v=S3exoLdEw_Y
This was in a singleplayer world, right?

Have you tried on multiplayer?
FreeLikeGNU wrote:What would we sacrifice in flexibility with the speed gain from this being part of the engine, coded in C++?
I might be wrong, but I have the feeling the language is not the limiting factor. Also, I'd guess if the behavior of the mobs was too complex for LuaJit to handle it would probably also not be simple enough to be part of a generic and flexible official API in C++.

I think the problem is that in minetest there's always too much going on in the server. Even things that could be done completely clientside, like ambient sounds, have to be modded through the server. It also causes visual glitches in chests because their shown content is too much server-driven, even if you are the only player messing with the chest (actually... it happens even in singleplayer). The network communication wouldn't be efficient if the server has to report to each player each single change of direction that a mob could do.

Imho, we need mobs to be loaded client-side using a deterministic pseudo-random algorithm, and the server should only coordinate with the clients when the status of the mob changes (like getting hurt, or any other interaction with a player that wouldn't be possible to extrapolate) or when they interact with the environment (like removing/placing a node, or any action that would affect something in the map that is supposed to be synchronous).
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Re: [WIP] Goblins [mobs_goblins]

by Nathan.S » Post

The video was recorded in singleplayer. I have not used any mods in multiplayer, aside from the few servers that I've visited that had some, but I've never run a server.
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Re: [WIP] Goblins [mobs_goblins]

by Ben » Post

philipbenr wrote: viewtopic.php?f=9&t=11517

...and survival...

I would actually try and make a subgame out of this...
FreeLikeGNU wrote:Survival: Beware the goblin hordes in the dark! Sounds like a winner %\D
Yes! Of course, Survival is much more than this, but a minimalistic subgame where the goal was to <do thing> while a horde of goblins tries to trap you in deadly darkness… sounds cool! Maybe a short "delivery quest" in a randomly generated dungeon, getting harder each level ;-)

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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Added Digger Goblin and adjusted some spawn and replacement rates... enjoy!

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Re: [WIP] Goblins [mobs_goblins]

by Don » Post

The Goblins are very destructive. They keep messing up my stairs to the mine and they make holes everywhere.
They also keep taking the torches. I am using the bewareofthedark mod and it makes it really hard to mine.
Loving it. The challenge makes the game more fun. Thanks for your work.
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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

Maybe some of these sounds could be useful instead of the pig snorting, they are CC0: http://opengameart.org/content/goblins-sound-pack

Or maybe these, if you want it more scary: http://opengameart.org/content/monster- ... k-volume-1
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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Ferk wrote:Maybe some of these sounds could be useful instead of the pig snorting, they are CC0: http://opengameart.org/content/goblins-sound-pack

Or maybe these, if you want it more scary: http://opengameart.org/content/monster- ... k-volume-1
Those are really good for attack and death sounds! We still need some subtle breathing sounds for ambient.

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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

Do you mean the first ones or the scarier ones?
The scarier ones might have some sounds usable as breathing.

For the first one it might be harder to find something fitting for breathing. If you choose that one there's this sound that could be used maybe when they become aggressive (not sure if mobs_redo supports a sound effect for that though): http://opengameart.org/content/alarm-vocal

Maybe I could do some sound manipulation and change the pitch to some standard breathing sound.
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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

Updated with new sounds found by Ferk, thanks!

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Re: [WIP] Goblins [mobs_goblins]

by FreeLikeGNU » Post

I'd really like to have the goblin king place random loot chests - these chests would get their loot using the function like that in AdventureTest:
https://github.com/Bremaweb/adventurete ... /nodes.lua lines 791-843

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Re: [WIP] Goblins

by duane » Post

I like the goblins. The only thing that bugs me is the way they ruin the natural shape of caves. They don't dig tunnels as often as pits, which they frequently fall into, and they leave isolated blocks floating in the air. I saw one spot where it looked like they'd built a bridge, but I guess they just hollowed it out.

On the other hand, they make it dead easy to find ore. And, of course, they fall off of cliffs a lot. I spent the last fifteen minutes at the bottom of a waterfall in a huge cavern, watching them plunge to their deaths and collecting their drops. Heh.

I had to turn off the constant "nodes found by" messages. Industrious little buggers.
FreeLikeGNU wrote:I thinks the fish wont spawn because of the water_level check and some other things.... when I raised that, I got them to spawn at higher elevations, but they were spawning just above the water.
I'd like to hear how that works for you. The rivers could be problematic since flyers in mobs only move horizontally. I did some code to make them gain and lose altitude, but then I decided it didn't add much, so I took it back out. Plus, they look kind of silly going up without facing up.
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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

I think that as a WIP mod that's fine, but maybe the goblins should be less common and a bit more concentrated in particular areas. So that it's more of a discovery to manage to find a den of goblins. You still could get some solitary goblin explorer that starts messing up your cave, but it shouldn't be as frequent as in the WIP version of the mod.

This way it wouldn't be too much of a problem if they deform the caves structure. And if there are cobble goblins before diggers appear (or if the caves where they spawn already contain cobble) then the moss will prevent the diggers from messing up too much

Though I agree they should dig the floor much less frequently than the walls, they always end up building pits and killing themselves on them. It would be cool if they made actual passages. Maybe make it so if the dig direction is not down, instead of just removing 1 block, remove 2 so that they can go through the hole, and then make them walk into it and have a bigger chance to continue digging straight in the same direction. Probably this alone would make it more likely for them to create random passages in crazy patterns, like a maze.

They would still destroy your cave structure anyway but that's not necessarily a bad thing they are goblins after all, they should be annoying :P

Then when you find those random patterns when you are exploring you will immediately realise: this is goblins work! they must be close..
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Re: [WIP] Goblins [mobs_goblins]

by Ferk » Post

FreeLikeGNU wrote:I'd really like to have the goblin king place random loot chests - these chests would get their loot using the function like that in AdventureTest:
https://github.com/Bremaweb/adventurete ... /nodes.lua lines 791-843
I'm probably going a bit overboard, but I was thinking it would be really cool if the king placed some empty goblin_chest and have the goblin gatherers fill it up with stone/fungi/ores (instead of complex pathfinding maybe at random intervals the chest transfers the inventory of all the surrounding goblins into itself).. then have the king check on the chest and convert the trash in there into ingots, tools and stuff with increasingly higher value (when the chest finds a king do the transformations, something like.. 2 cobble -> 1 stone, 20 stone -> 1 iron, 3 iron -> 1 pickaxe).

Then some goblins may consume some of the stuff there to get "upgraded" into stronger versions of themselves that are able to gather more over time (maybe just cheat and have a chance of getting 1 extra item every time an upgraded goblin gathers something). So we would have a developing community of goblins that would generate better loot the stronger they are.

You could even extend the idea and add some mechanisms for the player to influence the way they develop (like some "goblin pheromones" to indicate where they should dig or farm), guide them to be more efficient, prepare structures for them and turn it into some sort of RTS game :P ...it would be cool to have a "goblins vs gnomes" subgame where 2 players can help grow their respective team of little guys and end up designing strategies for sending them to fight each other for territory, attempting to kill the enemy's king (and thus stopping the enemy's evolution)

If you are on the side of the goblins, for example, you could talk with the king as an advisor and tell him to build more swords vs pickaxes, so you could decide the balance of how many of the goblins are fighters.

But that would probably be an extremely ambitious project, and in a different direction from what you are doing.
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