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Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Thu Nov 24, 2016 20:08
by mahmutelmas06
Seems i am going to replace default game with rpgtest soon :)

Just a reminder, you need to draw better icon and background :D

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Sun Dec 18, 2016 15:49
by issa
that's exelent project keep going please :)

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Mon Dec 19, 2016 09:33
by cd2
issa wrote:that's exelent project keep going please :)

I am still working on this project!
  • added birch trees/wood/leaves
  • added new character model
  • finished armor mod
  • added textures for the anvil
  • added copper + diamond tools

Image

PS : If you want to see more screenshots, you should take a look at my blog.

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Mon Dec 19, 2016 10:58
by azekill_DIABLO
this looks awesome dude! keepworking on 'it!

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Fri Dec 23, 2016 11:16
by cd2

UPDATE


  • added new mapgen structures
  • added spawner
  • added birch trees (spawn naturally)
  • added a description to every skill
  • fixed crafting guide

Image
Image

PS : If you want to see more screenshots, you should take a look at my blog.

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Fri Dec 23, 2016 19:29
by D00Med
Wow, this is looking really really good!

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Sat Dec 24, 2016 09:16
by cd2
D00Med wrote:Wow, this is looking really really good!

Thank you :)

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Sun Dec 25, 2016 05:43
by FreeLikeGNU
I love the unique buildings gen and aesthetic. First time playing I placed a wood block (received from tutorial quest) on the ground be accident and was then unable to make the workbench. Maybe giving the player a weak axe would work better?

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Sun Dec 25, 2016 11:24
by cd2
FreeLikeGNU wrote:I love the unique buildings gen and aesthetic. First time playing I placed a wood block (received from tutorial quest) on the ground be accident and was then unable to make the workbench. Maybe giving the player a weak axe would work better?

If the player would get a weak axe, there wouldn't be any reason to craft another weak axe. I decided to just make wood blocks (not trees) breakable by hand until we found a better solution for this problem.

UPDATE


  • added carrots
  • fixed saplings

Image

PS : https://github.com/cdqwertz/rpgtest/milestones

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Sun Dec 25, 2016 13:02
by azekill_DIABLO
that clever to make multiple carrot pods per node, it looks nicer. well done.

Re: [Game] rpgtest [git][rpg][mmo][rpgtest]

PostPosted: Wed Dec 28, 2016 10:17
by cd2
azekill_DIABLO wrote:that clever to make multiple carrot pods per node, it looks nicer. well done.

Thank you :)

UPDATE


  • added custom treasure chest
  • added new clan system

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Thu Dec 29, 2016 13:21
by cd2
Hey guys!

The 1.0 release will be soon! (hopefully 1.1.17)

I still need to do some stuff until 1.0:
  • Fix copper pick
  • New icon
  • Add craft for chisel

I am really looking forward to the release because I have been developing this game for about one year now. It was a lot of work and it is still a lot of work to do. (https://github.com/cdqwertz/rpgtest/projects/2)

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sat Dec 31, 2016 20:13
by Wuzzy
Just a quick list of notes I made while playing (mostly just bugs or complaints, sorry for that. I don't think your game is bad. This is NOT a full review which I may post in another day as this would take much longer):

- Minimap is drawn over initial quest list
- Kudos for adding some tutorial quests to get started. I wish more subgames would do something like this. It did make it very easy to get started and I did not have to search through a wiki or anything first.
- The central_message mod is not really meant to be used for tutorial purposes. It's not really wrong. But if you use it for this, then you should at least make it possible to access the help texts in a different way again (hint: look at the Help modpack: viewtopic.php?f=9&t=15912). Because if the player is a slow reader or just did not pay attention, the message is gone forever. Central_message was only meant as a simple notification system to notify the player about events. It is poorly suited to make a tutorial. Hint: Take a look at [tutor]: viewtopic.php?t=14409
- I like the [quests] mod better than the quest system of this subgame. It has a nicer HUD and sounds
- The crafting guide allows you to go to empty pages, which is confusing
- The crafting guide fails to support group-based recipes correctly. Why not using or forking a crafting guide mod which has been tried and tested? I like [craftguide]
- It's weird that you have to open the crafting guide to see your quest list
- If you lose your crafting guide, you're fucked (a crafting guide should be accessible at all times; maybe add a button into the inventory menu)
- I can't see my XP (as a number)
- I can't see my level
- I can't see how many “points” I can still assign to skills (Chat commands don't count. Make it part of the formspecs or the HUD)
- Some weapons (like old battle axe) have huge tooltips with a huge whitespace
- The workbenches in watchtowers can't be used as workbenches until you take them and replace them again
- String and Strong string look (almost?) identical
- Copper pickaxe digs stone with diamond and stone with silver faster than the diamond pickaxe does
- Stone with silver and stone with zinc seem to be useless
- Digging stone with diamond gives XP with lots of decimal places
- The stone step sound is hurting my ears (I sometimes play with headphones)

Open questions:
- How to make blueprints which I can actually use (e.g. to make weapons and armor)? So far I only got empty blueprints
- What is the point of having an ability book? Leftclicking only destroys it for some reason.
- Where are the enemies/mobs?
- What are flowers for?
- How many biomes are there?
- How exactly does the furnace work? I understand how to operate it, but I don't understand the exact rules for the fuel burning, it seems to work differently than in Minetest Game.

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sat Dec 31, 2016 20:26
by D00Med
This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Jan 01, 2017 11:10
by cd2
Wuzzy wrote:- The central_message mod is not really meant to be used for tutorial purposes. It's not really wrong. But if you use it for this, then you should at least make it possible to access the help texts in a different way again (hint: look at the Help modpack: viewtopic.php?f=9&t=15912). Because if the player is a slow reader or just did not pay attention, the message is gone forever. Central_message was only meant as a simple notification system to notify the player about events. It is poorly suited to make a tutorial. Hint: Take a look at [tutor]: viewtopic.php?t=14409

Added to todo https://github.com/cdqwertz/rpgtest/projects/4

Wuzzy wrote:- I like the [quests] mod better than the quest system of this subgame. It has a nicer HUD and sounds

I like rpgtest's quest system, but I will take a look at this mod anyway.

Wuzzy wrote:- The crafting guide allows you to go to empty pages, which is confusing


Wuzzy wrote:- The crafting guide fails to support group-based recipes correctly. Why not using or forking a crafting guide mod which has been tried and tested? I like [craftguide]


Wuzzy wrote:- It's weird that you have to open the crafting guide to see your quest list

Fixed (added quest tab to inventory)

Wuzzy wrote:- If you lose your crafting guide, you're fucked (a crafting guide should be accessible at all times; maybe add a button into the inventory menu)

I will add a button for that.

Wuzzy wrote:- I can't see my level

You should see your level next to the xp bar.

Wuzzy wrote:- I can't see how many “points” I can still assign to skills (Chat commands don't count. Make it part of the formspecs or the HUD)

Fixed.

Wuzzy wrote:- Some weapons (like old battle axe) have huge tooltips with a huge whitespace

Could you send me a screenshot of this bug? (It is working for me)

Wuzzy wrote:- The workbenches in watchtowers can't be used as workbenches until you take them and replace them again

The only way to fix that is to replace the workbench with something else, isn't it?

Wuzzy wrote:- Copper pickaxe digs stone with diamond and stone with silver faster than the diamond pickaxe does

That is already fixed.

Wuzzy wrote:- Stone with silver and stone with zinc seem to be useless

I will add a use for these materials later.

Wuzzy wrote:- The stone step sound is hurting my ears (I sometimes play with headphones)

I made it a bit quieter.

Wuzzy wrote:- How to make blueprints which I can actually use (e.g. to make weapons and armor)? So far I only got empty blueprints

If you rightclick on something while you are holding an empty blueprint, you should get a blueprint for a special item.

Wuzzy wrote:- What is the point of having an ability book? Leftclicking only destroys it for some reason.

Fixed. (Hopefully)

Wuzzy wrote:- What are flowers for?

Flowers are just for decoration.

Wuzzy wrote:- How many biomes are there?

8

Wuzzy wrote:- How exactly does the furnace work? I understand how to operate it, but I don't understand the exact rules for the fuel burning, it seems to work differently than in Minetest Game.


smelting one item -> -1 fuel
coal -> +2 fuel
coalblock -> +20 fuel

PS: Thank you for your feedback! I hope, that I answered the most important questions. (I do not have a solution for some at the moment.)

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Jan 01, 2017 11:14
by cd2
D00Med wrote:This reminds me, a while ago I made some mob textures for this game.
Feel free to use them if you like.

Cool! (I will take a look at them later.)

Edit : They look really good!

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Jan 01, 2017 11:43
by cd2
Version 1.0

Download : https://github.com/cdqwertz/rpgtest/releases

Update
  • added crafting guide button to inventory
  • added quest tab to player's inventory
  • fixed blueprints
  • fixed ability books
  • improved furnace system
  • show how many skill points are left

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Jan 01, 2017 14:54
by Wuzzy
The workbenches in watchtowers can't be used as workbenches until you take them and replace them again


The only way to fix that is to replace the workbench with something else, isn't it?


No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.

I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.

Wuzzy wrote:- I can't see my level


You should see your level next to the xp bar.



Oops.


The tooltip fail seems to be a Minetest 0.4.14 issue, it does not appear in 0.4.15. Forget about this.


New bugs I found:
- First slot in craft guide is empty
- You can still scroll out infinitely to the right in the craft guide
- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.
- Recipes of copper armor are the same as for iron armor

Also: Where are the enemies?

EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD
- The crafting guide does not show the anvil recipes
- Yellow and red fish can't be cooked

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Mon Jan 02, 2017 10:20
by cd2
Wuzzy wrote:
The workbenches in watchtowers can't be used as workbenches until you take them and replace them again


The only way to fix that is to replace the workbench with something else, isn't it?


No. I know that I can just do minetest.set_node for default:chest (in Minetest Game) and Minetest Game will already set all node metadata (i.e. the formspec) properly. I know this works because I created some mods which just do that to place chests.

I'm not sure but I think the grunt work is done in the on_construct function of default:chest. You may want to read the source code of the default mod in Minetest Game.

The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
minetest.set_gen_notify


Wuzzy wrote:New bugs I found:
- First slot in craft guide is empty

Fixed

Wuzzy wrote:- Damage of blueprint does not match damage written in the tooptip of the actual weapon: Suger Sword lvl 17, Old Battle Axe lvl 14, Old Hammer lvl 30. Maybe it's wrong for other weapons as well, I haven't checked all.

Fixed

Wuzzy wrote:- Recipes of copper armor are the same as for iron armor

Fixed

Wuzzy wrote:Also: Where are the enemies?

Try to restart the server/world.

Wuzzy wrote:EDIT: More bugs:
- The fishing rod sometimes gives you a cooked fish! xD

Easter egg.

Wuzzy wrote:- The crafting guide does not show the anvil recipes

https://github.com/cdqwertz/rpgtest/projects/4

Wuzzy wrote:- Yellow and red fish can't be cooked

This isn't a bug, but it seems to be confusing for players. Fixed

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Mon Jan 02, 2017 19:21
by Wuzzy
If yellow and red fish weren't supposed to be cooked, what was their original intended use?

Cooked fish are an easter egg? Lol. Easter eggs in software are usually hidden and can't be found by normal gameplay. This is not an easter egg for me as it is fairly easy to find in normal gameplay.

Oh, and I finally ran into a few enemies. But they seem to be super rare.

The problem is, that I use minetest schematics to spawn these structures. Minetest schematics don't save metadata and don't call on_construct when placed. I think the only way to fix that would be to use (…)

Oh, I see. Maybe you should talk to the Minetest developers about this (in IRC) or post a thread in Modding Discussion. Maybe someone has a better idea how to spawn functioning workbenches into the world like you intend.

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Mon Jan 02, 2017 23:04
by Amaz
For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)

This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Wed Jan 04, 2017 11:01
by cd2
Amaz wrote:For spawning working workbenches, you could try something similar to what is done in LOTT. To make things like this work, there are nodes (generally with the airlike drawtype, so they're invisible) which are placed in the schematics in place of the furnace/workbench/whatever, and an abm runs on them, with an interval of 9 and a chance of 1, converting them to the proper node. (Here are some relevant bits of code: node def and abm def)

This is a little hacky and not ideal, but in place of a better solution, it works. I hope this helps a bit!


That is a really good idea. I think I will try that out :)

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Wed Jan 04, 2017 18:50
by Wuzzy
Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:

https://lgdb.org/game/rpgtest

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Thu Jan 05, 2017 09:21
by cd2
Wuzzy wrote:Because I think this subgame is quite good enough to be showcased and recently reached version 1.0, I created an entry on the LGDB for this:

https://lgdb.org/game/rpgtest


Thank you :)

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Tue Jan 10, 2017 18:19
by cd2
NPCs

  • added npcs
  • allow players to trade with npcs

Image

TODO
  • add add_talk_goal() to quests mod
  • add npcs to some buildings

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Fri Jan 13, 2017 13:35
by cd2
UPDATE

  • added dye
  • added /list_places

Image

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Jan 15, 2017 10:46
by cd2
NPCs

  • added more npcs
  • added add_talk_goal()

Image

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Apr 02, 2017 10:14
by cd2
UPDATE

  • fixed workbench
  • fixed grow ability
  • fixed mob spawning
  • fixed README.md

PS: Thanks to WSDguy2014 for reporting many bugs. If you find any bugs or have any suggestions, you can open an issue on GitHub (https://github.com/cdqwertz/rpgtest/issues).

Re: [Game] rpgtest [git][rpgtest]

PostPosted: Sun Apr 02, 2017 11:42
by azekill_DIABLO
you are doing very good work with npcs!