[Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]

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[Abandoned Game] Hamlet's Quest [2.4.1] [hamlets_quest]

by Hamlet » Sun Jul 30, 2017 22:53

Image
A survival, medieval themed game.

Other screenshots:
+ Spoiler


Main game features:
+ Spoiler


Based on: Minetest Game v.0.4.17

Source code's license: GPLv3 *
Media (Textures, Models, Sounds) license: CC BY-SA 4.0 International. *

* Except where differently stated, check the licenses in each subfolder.

Downloads:

Releases: https://git.minetest.land/Hamlet/hamlets_quest/releases
Source code: https://git.minetest.land/Hamlet/hamlets_quest

Hamlet's Quest showcase map (109.26MB)


Game Installation

Unzip the archive, rename the folder to hamlets_quest and place it in
../minetest/games/

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/games/


Map Installation

Unzip the archive, place the map's folder in
../minetest/worlds/
(create it if it doesn't exist)

GNU+Linux: If you use a system-wide installation place it in
~/.minetest/worlds/
(create it if it doesn't exist)

For further information or help see:
http://wiki.minetest.net/wiki/Installing_Mods
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Last edited by Hamlet on Sun Dec 09, 2018 17:36, edited 42 times in total.
 

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Re: [Game] Minetest Game Falling Nodes [minetest_game]

by Linuxdirk » Mon Jul 31, 2017 16:08

Untested (i.e. made up out of the air while sitting in the office and have nothing to do except waiting for customers to call), but made the same as mod.

https://nopaste.me/view/57119190
 

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Re: [Game] Minetest Game Falling Nodes [minetest_game]

by Hamlet » Mon Jul 31, 2017 16:24

@ Ruggero, azekill_DIABLO, Linuxdirk

This is a subgame work in progress, I will add/remove things along the way, this is just the first step.

I know that there's already a mod doing that but I've chosen to use the game's built-in falling_node instead of adding unneeded code for simplicity's sake; i.e. if the game itself can do that, there's no need to reinvent the wheel.
 

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Re: [Game] Minetest Game Falling Nodes [minetest_game]

by Linuxdirk » Mon Jul 31, 2017 16:49

Hamlet wrote:I know that there's already a mod doing that but I've chosen to use the game's built-in falling_node instead of adding unneeded code for simplicity's sake; i.e. if the game itself can do that, there's no need to reinvent the wheel.

There is nothing that was re-invented or unneeded. Just look at the pastebin link. That is everything that is needed in order to achieve what your fork currently does.

Nothing was added nor removed. All it does is altering the currently existing node definitions. You can do that with all of the nodes and items in the game like that.
 

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Re: [Game] Minetest Game Falling Nodes [minetest_game]

by azekill_DIABLO » Tue Aug 01, 2017 09:48

Linuxdirk wrote:
Hamlet wrote:I know that there's already a mod doing that but I've chosen to use the game's built-in falling_node instead of adding unneeded code for simplicity's sake; i.e. if the game itself can do that, there's no need to reinvent the wheel.

There is nothing that was re-invented or unneeded. Just look at the pastebin link. That is everything that is needed in order to achieve what your fork currently does.

Nothing was added nor removed. All it does is altering the currently existing node definitions. You can do that with all of the nodes and items in the game like that.

I agree with that, but let him do some of his stuff and work on it. He is new, every1 started like that!
 

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Re: [Game] Hamlet's Quest

by Phoenixflo44 » Tue Aug 01, 2017 15:16

cool game
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Re: [Game] Hamlet's Quest

by Hamlet » Thu Aug 03, 2017 23:02

Being halfway to the first stable release I've thought to write you a... Teaser:

"To be or not to be?"

You used to think that you were being, but suddenly you have realized that you were not because real people have real needs while you did not ever since you can remember; for a turn of luck - wether good or bad, Fate will tell - now you do have real needs. Being alive can be a pain, but how can you tell what is a pleasure if you did not ever know what pain is? That is the whole point.

Being born in an age were gunpowder and electricity are yet to come, you need to roll up your sleeves and prove your muscles are worth for what they have been given you to.

Standing in a field of grass the wind blows as the wild beasts roam minding their own businesses - you are blessed, for all you have to do is to take what Mother Nature has readied for you to just to take it... unlike Town Folks you will never suffer the lack of a bed where to sleep, a roof under which rest, food to eat.

But every rose has its thorns: as the cat eats the mouse, there are some thinking that you could be a good meal - have no fear, as powerful as they could be, you are a step above them regarding intelligence: that's the ace up your sleeve, use it and it won't fail you.

And remember: if life on the above world seems though, think again - the Abyss is just a few meters under your feet. You might think that your arm is strong and your luck will protect you... it might be, or it might be not. Deep under the ground lies an hostile realm, but as fearsome and harsh it can be, well, its wonders are worth the journey.

Prepare yourself, for the Underworld Kings and Overlords have earned their titles, now it's your turn to prove yourself being worth of being called an Hero - or if you just want the loot... well, wealth beyond your wildest dreams... beyond any measure.

To be or not to be? That is the quest.
 

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Re: [Game] Hamlet's Quest [0.1] [hamlets_quest]

by Hamlet » Fri Aug 18, 2017 21:58

I've been testing countless mods for the next release, keeping an eye on the new ones being developed. I've decided to drop some mods related to the map, because I want to keep my subgame as light as possible - i.e. "craptop-friendly".

If you are curious to have a peek at what's coming next, this is a not-yet-complete list of the chosen mods:



At the moment I am focusing on the mods that add nodes, I've already chosen Darkage (Addi's fork), and Castle++ - the goal is to give to the builders out there a fair range of medieval-style nodes to choose from.
If you know any other mods that are about medieval nodes and furniture, let me know! :)
Last edited by Hamlet on Sun Sep 17, 2017 18:29, edited 1 time in total.
 

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Re: [Game] Hamlet's Quest [0.1] [hamlets_quest]

by Hamlet » Mon Aug 28, 2017 23:11

azekill_DIABLO wrote:i'll be hated once more...

"Why not put it on Github?"


It's a very work in progress: actually it is quite stale because I'm focusing on developing my mods - that will be in the next release - as well as testing the next release locally to tune it, choosing mods, testing, discarding, etc.; the next release will be on GitHub for sure, this beta release isn't really worth it.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Fri Sep 01, 2017 20:54

Version 1.0.0 released

Do not use it with the previous version's worlds, there is no retrocompatibility.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Stix » Mon Sep 04, 2017 02:26

screenshots please?
Hey, what can i say? I'm the bad guy.
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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 04, 2017 13:09

Stix wrote:screenshots please?


Sure, here:

Image
A mese monster (Mobs redo mod) lurking in my mines, the lamps are from the Darkage (Addi's fork) mod.

Image
Fighting while using the Hardtorch mod's oil lamp (hold in the left hand where there's the yellow halo. - This feature will be in the next release.

Image
Some of the extra ores from the Real Ores mod.

1/5
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Last edited by Hamlet on Sun Sep 17, 2017 18:30, edited 2 times in total.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 04, 2017 13:12

Image
A fountain (Thirsty mod) placed in a corridor to drink while mining.

Image
My tower, still under construction.

Image
My tower's drawbridge as seen from the moat, note the arches from the pkarks mod.

2/5
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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 04, 2017 13:16

Image
One of my tower's rooms, note the chalked walls, the arches used both for the ceiling and for the balconies' door passages.

Image
Another tower's room, note the stained glass (Darkage mod [Addi's fork]) used for the window.

Image
The anvil (Anvil mod) while used to repair my sword.

3/5
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Last edited by Hamlet on Sun Sep 17, 2017 18:31, edited 1 time in total.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 04, 2017 13:19

Image
The armour stand (3D armor mod) with my steel armour on it.

Image
The armour system, in the inventory menu.

Image
The backpack (Backpacks mod) placed on the ground.

4/5
Attachments
leather_backpack.jpg
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armour_system.jpg
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Last edited by Hamlet on Mon Sep 04, 2017 13:26, edited 1 time in total.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 04, 2017 13:23

Image
The backpacks' contents, in the inventory menu's top.

Image
The chalk cave (Darkage mod [Addi's fork]), used to craft chalked bricks.

Image
Some growing pines (Real Trees mod) - the near ones - with full grown pines on the background.

5/5
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Last edited by Hamlet on Sun Sep 17, 2017 18:32, edited 1 time in total.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Stix » Thu Sep 07, 2017 14:58

looks nice, but the hudbars aren't aranged very neatly.
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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Thu Sep 07, 2017 18:16

Stix wrote:looks nice, but the hudbars aren't aranged very neatly.


Consider that a couple aren't being shown, one being the suffocation bar and the other being the sprint bar - W+E = run - placed above the hydration bar.
 

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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Stix » Fri Sep 08, 2017 00:11

i think it would look nicer if the layout was like this: leftside: bottom: healthbar, middle: armorbar, top: suffocationbar.
rightside: bottom: hungerbar, middle: thirstbar, top: sprintbar.
EDIT: it would also be nice if you made the armorbar always shown even when you have no armor on, it would just say 0%.
Hey, what can i say? I'm the bad guy.
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Re: [Game] Hamlet's Quest [1.0.0] [hamlets_quest]

by Hamlet » Mon Sep 11, 2017 09:32

Stix wrote:i think it would look nicer if the layout was like this: leftside: bottom: healthbar, middle: armorbar, top: suffocationbar.
rightside: bottom: hungerbar, middle: thirstbar, top: sprintbar.
EDIT: it would also be nice if you made the armorbar always shown even when you have no armor on, it would just say 0%.


I like your idea, I will try to sort them that way.
 

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