Declare your game to be ready to be bundled with Minetest

JiCeyCraft
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Re: Declare your game to be ready to be bundled with Minetes

by JiCeyCraft » Sat Apr 16, 2016 16:51

LNJ wrote:I would really like to see my game Minetest TNG bundled with Minetest!
There already voted other people for this game and I think TNG would make a good impression for Minetest!

Mobs, hunger, achievements and armor are already included.

I think you can use the "La-Test Version", if somebody adds it.



Aggreed!
I enjoy it as much as Wasteland
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Re: Declare your game to be ready to be bundled with Minetes

by maikerumine » Sat Apr 16, 2016 23:38

Extreme Survival should be in the new release.
https://github.com/maikerumine/extreme_survival
It is maintained daily.
The main server is in the top 3 everyday and nearly full.
It is one of the most challenging games yet to date, if you don't believe me give it a go.
There are custom NPC's
Dangerous mobs, not your 15 hp mobs but 5 times stronger with special drops.
Custom biomes
Custom ores for very strong mining tools and weapons.
Special crafting using simple potions to heal, fix, and repair things.

All in all it is a very challenging yet fun game.

-mm
 

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Re: Declare your game to be ready to be bundled with Minetes

by BBmine » Sat Mar 18, 2017 21:59

Is this where we ask for our subgames to be moved to realeased subgames? If so, I'd like my Noob Academy subgame from WIP mods to be moved here. Yes, I know you might be confused, but I just made that modpack into a subgame.
 

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Re: Declare your game to be ready to be bundled with Minetes

by Byakuren » Tue Mar 21, 2017 06:21

I don't think so, not sure where the proper place is though.
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Re: Declare your game to be ready to be bundled with Minetes

by texmex » Fri Mar 31, 2017 14:26

For an uninformed newcomer, why is it that no subgame then ever is bundled with the Minetest download? (apart from minetest_game of course) Being that the thread author is the founder of Minetest and all.
 

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Re: Declare your game to be ready to be bundled with Minetes

by azekill_DIABLO » Mon Apr 03, 2017 15:48

Maybe because no one would play Minetest Game (<<<for Wuzzy) then IMHO
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Re: Declare your game to be ready to be bundled with Minetes

by teenspirit » Wed Apr 05, 2017 20:37

HeroOfTheWinds wrote:After much debate and a fair amount of work to make sure most regularly obtainable things can be collected in game, I believe I can finally say that my "rolling release" of SkyTest is far enough along that it could be bundled with MT.

SkyTest

I do not have plans of dropping this game any time soon, and I of course will continue to keep updating it. Current filesize is 3.3 MB, compressed, so I don't think it is too bloated. I'm not adding any more gigantic mods soon either, so it should remain pretty close to that file size...

I just tried it, it says that a lua script tries to compare a number to a string
 

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Re: Declare your game to be ready to be bundled with Minetes

by azekill_DIABLO » Fri Apr 07, 2017 10:59

how to break a dream in 1 lesson with teenspirit
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Re: Declare your game to be ready to be bundled with Minetes

by Wuzzy » Wed Jan 10, 2018 02:53

Since the voting thread has been closed, maybe this thread should be closed, too?
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Re: Declare your game to be ready to be bundled with Minetes

by rubenwardy » Thu Jan 11, 2018 18:33

Unstickied, a new topic should be made and any suggested games should be responded to
 

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Re: Declare your game to be ready to be bundled with Minetes

by Wuzzy » Fri Jan 12, 2018 15:46

This is a strange criterion.
Sethome is an overpowered mod if you ask me. You can teleport for free, you don't need to make any progress in the game for this to work. You can also instantly escape any inconvenient battle, which is super annoying in PvP if your opponent does that.
Note that LOTT is focusing on gameplay, so adding an overpowered teleportation would be not a good idea.
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Re: Declare your game to be ready to be bundled with Minetes

by Lone_Wolf » Wed Jan 17, 2018 05:32

Wuzzy wrote:This is a strange criterion.
Sethome is an overpowered mod if you ask me. You can teleport for free, you don't need to make any progress in the game for this to work. You can also instantly escape any inconvenient battle, which is super annoying in PvP if your opponent does that.
Note that LOTT is focusing on gameplay, so adding an overpowered teleportation would be not a good idea.

It also allows the player to dig straight down to get all the good ores without worrying about how they are going to get back up again
 

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Re: Declare your game to be ready to be bundled with Minetes

by Sokomine » Wed Jan 17, 2018 16:06

Cheap teleportation or not is indeed a design option for a game. It depends on what you aim at. If PvP and fighting are your only goals, then teleportation might interfere. You might still want to gather your players from time to time automaticly at some common point because no PvP will ever happen if players are miles away from each other and never meet.

For me, a server without a /spawn command is one where the server owner did not do his homework. Multiplayer means that you actually *meet* other players now and then. It's essential for the multiplayer aspect. It's not just singleplayer with a bit of chat added. Players want to meet, trade, look at their skins, play/explore/mine/build together, see their creations etc.

The /home command comes into play whenever building something and changing the world is at least tolerated to some extend. Worlds where all is pre-built (pure PvP-arenas or something like that) might get away without a /home command. Beeing a sandbox where players can modify the world is the main strength of such a voxel world as the one the engine provides. Once players start modifications, they usually do want to be able to return to the place where they did so. Many new players have lost their buildings by starting the game and never figuring out how to get back to the right place.

And yes, mining is easier if you can just teleport back up to the surface. But "easier" isn't even the main aspect here. Gameplay does not improve from adding overly boring, repetitive tasks. If you have to put a teacup on your keyboard and go away for half an hour in order for your character to get where you need it - that's a huge failure, not great gameplay.
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Re: Declare your game to be ready to be bundled with Minetes

by rubenwardy » Wed Jan 17, 2018 20:31

Teleportation should not be a requirement as it may not make sense in some kind of games
 

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Re: Declare your game to be ready to be bundled with Minetes

by hajo » Thu Jan 18, 2018 18:55

Chem871 wrote:maybe just have travelnets, .. if you want not-so-easy teleportation.

Another option is POI points-of-interest.

Teleporting only to a list of destinations.
That list can be centrally administrated.
 

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Re: Declare your game to be ready to be bundled with Minetes

by Byakuren » Fri Jan 19, 2018 17:12

Teleportation actually harms trade and spatial cohesion: if you are looking for a more complex economy. If you can /spawn and instantly get access to many good shops, then /home back, there is no economic incentive to living in particular areas. You can just build your dirt hut in the middle of nowhere and teleport when you want to go buy or sell things. Without teleportation, real estate becomes valuable because some areas will have more services / shops / other people around (like in real life). If your productive farms / factories / etc are outside the city you will need to factor in transportation costs (time) into how to conduct your business. And so on. The economy is more complex with .ore expensive transportation.

Basically, cheap lateral teleportation is an enabler of antisocial / middle of nowhere gameplay, not something to prevent it.
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Re: Declare your game to be ready to be bundled with Minetes

by Sokomine » Fri Jan 19, 2018 17:35

Byakuren wrote:If your productive farms / factories / etc are outside the city you will need to factor in transportation costs (time) into how to conduct your business. And so on. The economy is more complex with .ore expensive transportation.

Perhaps. But transportation cost is also a factor when accessing shops. If the customer has to walk a long way from the place where he needs the materials to the shop and back then there might be nothing left for the shop to gain - it's already too expensive to walk there; spending money would be excessive. It's much cheaper to gather the materials or to switch to cheaper materials. Or just skip building entriely - nobody will ever come there, so you might as well build in singleplayer. Plots around the starting point certainly get more valuable. They'll be available for the first player who gets able to grab the land. And that's it then.

Byakuren wrote:Basically, cheap lateral teleportation is an enabler of antisocial / middle of nowhere gameplay, not something to prevent it.

That may be entirely a question of what you define as "social" behaviour in a game. For me, that means that players can interact and cooperate. Share nicely created detailed buildings, but do not waste huge amounts of land around the always valuable spawn with huge production sites. Let spawn be a place where people meet - and home a place out there where ressources can be gathered and machines run without harming others.
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