Wuzzy wrote:Main menu suggestions are off-topic (sorry). Feel free to open a new thread.
I do not think so. Placing additional information is a solution to problems arising from what you write about: that new users, mainly kids downloading a minetest from the play store, quit very quickly without finding what they are looking for in the Minetest game. So, since removing MTG is problematic, including other games also, then maybe just providing simple information on what to do with a minetest will be some solution.
What are we talking about here? About solving a serious problem that I just mentioned above (that is, a problem that Wuzzy pointed out that new users do not understand how to use the minetest), or is it only about lamentation "oh my god, MTG sucks and evrything sucks too, and do not even try to answer becouse it will also sucks"? Crying because devs don't want to remove MTG, which not only you thought was a good idea, would not solve the mentioned problem. Let's look for something that could be accepted.
Wuzzy wrote:They wanted to force Repixutre to be restrained to the same 6-month release cycle as Minetest. And that Repixture be part of Linux package managers. Basically Repixture would have just become the next MTG.
I guess those are fair enough demandings for any game to be included in the "official" mass release of the minetest.
BTW The sentence "
<any game here> would have just become the next MTG" has double meaning, one which states it become a game officially distributed with minetest and immediately available to each new user with the first launch, and a second, that it will suck like MTG sucks. I am not sure which meaning you wanted to use here Wuzzy.
solars wrote:My idea is, to use some fundamental MODS as default too. This mods should be official and so stable like the game self. This mods should not called mods anymore, but features of the MinetestGame.
Mods should use the features like the main game and depend on them.
I do not think this will fit what minetest is. How to treat games like Hades, the Box, capture the flag in your solution? This approach completely closes creativity of minetest. Technic, mobs, and other mods you mention are not features, they are MTG mods. And what about other "features" like farming, magic, weapons, space... those are mods only for MTG. Some of them can work well with MTG but not with other games. Someone maight like other technical mods, but not technic. And so on. In the minetest it is cool that you can have small mods and build your world from them. Why replace it with huge packages made of mods-packs? Suppose a user wants minecraft. As soon as he or she will understands the idea of adding mods to MTG, he or she will build a better game than minecraft. But when he or she will be able to add only heavy mods-packs, the user can get some unpleasent errors at first lunch and get stuck on dependencies, which will be worse for minetest promotion then it is right now. Or user will make a game that does not meet his or her expectations or will be too heavy for his or her computer or mobile device. I guess your idea is nice, but we need something more general I guess.
And if you want the interface topic actually be off topic here, let me make a little joke. I'm afraid, however, that this funny proposal will not fit well on Android he he