[DISCONTINUED][Mod] Sys4 Achievements [sys4_achievements]

sys4
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[DISCONTINUED][Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Thu Dec 10, 2015 11:15

EDIT: This mod is discontinued, but take a look at my new Mod that take the same gameplay here.

This mod extend the mod "awards" from Rubenwardy. It adds various achievements to minetest and introduce a different gameplay.

The achievements follow a competence tree now and are displayed with different colors in the awards list.

- Green achievements are already triggered achievements.
- Yellow achievements are unlocked achievements which are ready to be triggered because they depends of already triggered achievements (the green ones)
- Red achievements are locked achievements that need to be unlocked by triggering parent achievement (the yellow ones)

There is two game modes proposed :

- The first game mode (default), add some achievements that complete original achievements from Rubenwardy awards mod and they follows a competence tree.
- The second game mode (almost finished), add many more achievements and lock all the availaible crafts recipes. You have to trigger achievements for unlock craft recipes. This game mode force to play minetest in a different manner and in a harder way too. When an achievement is triggered, a book is given to the player where the unlocked craft recipes are described in details. Oh! and if you intent to craft a locked item, you obtain a waste node which will not be usable.

Developed and tested with minetest stable 0.4.13.

INSTALLATION :
Download the source code and place it in a new folder named "sys4_achievements" into the mod folder of minetest.

DEPENDS :
- all minetest default game mods (default, stairs, farming, doors, xpanes, ...)
- awards (from Rubenwardy)
- intllib (Optional but recommended)

CONFIGURATION :
- If you want to play the second game mode, edit the minetest.conf file by adding this lines :
Code: Select all
sys4_craftmode = true

and in return set it to false for normal game mode.

- You can set a level of difficulty by adding this line in minetest.conf :
Code: Select all
sys4_level = 1

"1" is the default. For increase difficulty, change it by a larger number.

TODO :

- Make other types of triggers (eat, cook, ...)
- Make a sort of framework for easier achievements coding that could be called from another mods.
- Offer to the player multiples choices of gameplays by choosing others available achievements list.
- Make more achievements to unlock crafts of anothers minetest mods around the world :-)
- (thought) Make automatic achievements creation system. This achievements could be the base of custom achievements.

DOWNLOAD :
-------------------

Latest .zip (Code on Github with complete french, English support and partial German support)
Version 0.3 .zip .tar.gz (With French and English support only)
Version 0.2 .zip .tar.gz (With French and English support only)
Version 0.1 .zip .tar.gz (With German, French, English support)

Rename the uncompressed folder to "sys4_achievements".

TIPS :
--------

- Display all the achievements in game : type "/awards" command in chat console.
- Get an achievement "artificially" : type "/gawd achievement_name" in chat console.

Feel free to post any comments or suggestions :-)
Last edited by sys4 on Mon Jun 06, 2016 02:06, edited 16 times in total.
 

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Minetestforfun
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Re: [Mod] Sys4 Achievements [sys4_achievements]

by Minetestforfun » Thu Dec 10, 2015 19:28

Happy to see this mod posted in WIP mods, I will be happy to follow your development on Github :)

Keep up the great work !
Last edited by Minetestforfun on Sun Dec 13, 2015 20:53, edited 1 time in total.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Fri Dec 11, 2015 01:37

Thank you MFF :)

Update is now uploaded :
- Now achievements unblocks all the craftable items of minetest_game but not the stairs mod yet.
- Added a chat command to get an achievement : /gawd <achievement_name>

I'm so sorry for the non french players. But my next step, after stairs integration, will be serious intllib compatibility work and english traduction.

A++
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by Xanthin » Fri Dec 11, 2015 04:41

Good work, something I wanted for a longer time now. Nice to force a little more exploring. :)

I've updated my fork with the translated strings (template and german trans included) so you can either pull or copy/paste, if you like.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Fri Dec 11, 2015 12:41

A great thanks Xanthin for your contribution ;-)
I'm pleased that you like my work.

I've merged your commits in my master branch now.
New achievements needs to be translated also.

A++
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by Xanthin » Fri Dec 11, 2015 19:27

Done. :)
And hourra! for the new achievements. Great thing!

While testing I thought about if it's possible in any way to display the unlockable craftings for each achievement at the awards overview (you know, with /awards)? So you know what will be possible after mastering a certain achievement. No clue if and how it could be done, just thinking.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by rubenwardy » Fri Dec 11, 2015 19:47

You'd need to add it here: https://github.com/rubenwardy/awards/bl ... i.lua#L434

I'm planning on a partial rewrite of awards to make it easier to override, for example with register_trigger(), register_on_unlock(), etc. If you need anything to be changed in my mod to make it easier for you, please let me know.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Sat Dec 12, 2015 10:29

Mod updated :

- Add stairs mod integration.
- Modify the display of /awards command for showing unlockable craft items.
- Add updates of German translations
- Re-organize code of achievements table definition and debug.

Very good suggestion Xanthin for the display of unlockable crafts items.
With indication of Rubenwardy, it's now coded and it is a must have !

Thank you for your help Rubenwardy the Xanthin dream is now realized ;-).
I keep an eye on your awards code repository also :-)

Really my next step now : English translations.

A++
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Sat Dec 12, 2015 17:44

Update !
English translations added.

New chat command added : /craftmode on/off. This disable or not locked crafts that not yet unlocked by achievements.
If craftmode is disabled, the books are not given when an achievement is triggered. But if items prizes may be won then, there continue to be gained.

In general, i think the given books are obsoletes now, because the /awards display is well filled now.
But in another way, i love receive this books. This give more meaning to craft bookshelf.
I think, it will be best to win a book at a certain unlocked achievements.

Perhaps i am too ambitious, but i think the finality of this mod would permit to really feel the passage between eras.
The adventure could follow this different eras :
- Darkness eras
- Fire era
- Steel era
- Middle Age
- Modern Age

Every eras reached, could permit to craft specific unlocked crafts related to this era.

Every suggestions are welcome :)

A++
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by Xanthin » Fri Dec 18, 2015 16:15

Nice update, thank you.

About the books I thought, mhh, maybe it's possible to somehow let it display not merely what can be crafted now, but rather how it can be crafted? Like a craftguide where you have to keep and store the specialist books. That's just a foggy thought, I don't know if this is practical. I know that LOTT has different craft books for bigger groups of items (like: protection, brewing). But having a book like there now for just a single item? Maybe a bit overkill? Maybe then better just text? If the whole idea is useful at all.

To the tech tree eras adventure style let me say it from the point of an almost dry CIVaholic: Yes! :)
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Wed Dec 23, 2015 09:29

New update !

Added the possibility to trigger an achievement with a group of items rather than a unique item.
Example : the achievement lumberjack_begins can be triggered by digging default:tree or default:jungletree or other trees in the trees group.

In consequence, i have modified the achievements list to take advantage of this.
I have also reworked achievements for best gameplay i think.

Xanthin : I'm sorry for German translations which are not included in this last update, but the changes was very important and German language is very obscure to me ;-)
Anyway, the template.txt file is updated if you want. For the next releases, i will avoids to change achievements Title and Descriptions.
Oh ! And thanks for your foggy thoughts ;-) I will take time to thinking of this.

A++
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Sun Dec 27, 2015 13:11

Update.
Add craft recipes in given books. (Release 0.3)

I think now this mod may evolve in a new more interesting way.
This mod is my first one and the actual concept is very limited, but at least, this increased my comprehension of Minetest API and learning Lua coding.

I will continue to make evolutions of this mod and i hope will be enjoyed by most players.
My experimental branch will go to this way of research.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by sys4 » Tue Jan 05, 2016 19:50

Hi and happy new year for Minetesters :)

Big update was released in master branch.
Read the first post of this thread i have edited for details.

I'm waiting for German translations to be completed for release a new tag.
 

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Re: [Mod] Sys4 Achievements [sys4_achievements]

by Xanthin » Wed Jan 06, 2016 00:03

I just tried the new version and I like how it develops. Good work! The different colors for the state of an achievement are a good idea and helps to orientate in the long list. And I like to have dependencies of achivements.
This way it can be also used like a beginner tutorial.

Do you already know TeTpaAka's Quest framework? I spend the last days with trying to convert your work into it ... with little to no success. I simply got lost in all the different functions and what needs that and this to work. If not already done, maybe you can look into it and see if you like it or can use parts of it?
The thing why I even started to try this is, that the quests (achievements) can be displayed at the HUD with a progress bar. That's, even with an inventory button for /awards (sometimes I'm lazy to type), a convenient way to keep the tasks in mind.
A little nice feature is the "walked distance" check for quests, I thought on Kilarin's compassgps mod for this like: walk x km to unlock the craft of the compass, for example.

Oh, and you wrote "... you obtain a waste node which will not be usable", mh,
somehow my kid likes this "beautiful" block. :) We build a landfill and the block is currently a rats spawner. :D
 

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Re: [DISCONTINUED][Mod] Sys4 Achievements [sys4_achievements

by mahmutelmas06 » Fri Sep 02, 2016 11:32

I know that it is discontinued but at least could you update to work with latest awards version ?
My Mods:

Beverage
 


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