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[Game] Big Freaking Dig [0.5]

PostPosted: Sat Apr 12, 2014 12:29
by Jordach
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Big Freaking Dig is exactly what it says on the tin: get as many ores as possible, while fighting mobs and creating tools from new materials, such as cobalt - which can double the durability of a tool when adding a Mese Pickaxe Head onto a Cobalt Stick.

The refined tools allows users to make brand new tools which means Iron Tools can dig at Mese Level, and even further, or one could possibly triple durability of their tools. The choice is up to the user.

Another addition is the use of Oil, this useful material only generates underground in all layers. Oil can be used in the Oil TBM (based from TBM Reloaded), and can dig at double the speed, Oil may also be used to power furnaces, allowing people to remove their dependance from coal and use that for torches. Oil might also have more uses than people realize. It might also burn itself away if it generates next to lava.


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https://github.com/Jordach/big_freaking_dig/archive/master.zip

Or, alternatively;

https://github.com/Jordach/big_freaking_dig/


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+ Spoiler



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No minetest_game derived mods will work within BFD, this is because I based BFD from my own code and not code from the original Minetest Game.

This game is more geared towards self-containment of it's own content - which means everything within BFD will work with BFD.

Why does the fist / tools take so long compared to minetest_game?


I did this to make the first day wooden tools only, and it makes it more of a challenge when mobs are surrounding you.
The second day should be stone tools, and the next week Steel, but until a few weeks (ingame), you should be able to make the first set of custom tools.

As soon as you reach Steel, the tool speed should match the old fist speed from Minetest, and the wooden tools (namely wooden pickaxe for stone)

Why does the mapgen look different?


This is because BFD uses the new map generators, which is known as MGV7 (or v7 in the world creator) and MGV5 (known as v5 respectively), which (depending on the mapgen) has rivers, real mountains, custom biome support, different styles of trees.

PostPosted: Sat Apr 12, 2014 13:49
by rubenwardy
I quite like this concept. I forked it yesterday, and I look forward to possibly contributing.

PostPosted: Sat Apr 12, 2014 14:29
by hoodedice
And after three days of relentless coding, it is out.

I marvel at your persistent ability to code =)

PostPosted: Sat Apr 12, 2014 14:56
by spillz
Great stuff Jordach. WIth a time limit and a scoring system this could be fun, especially as a multiplayer game.

PostPosted: Sat Apr 12, 2014 15:05
by Jordach
hoodedice wrote:And after three days of relentless coding, it is out.

I marvel at your persistent ability to code =)
Ores need to be plopped in, but most of it is done.

Read most.

Also: the difference between a bug and a feature:

Should it happen often = yes, and this is a feature:
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Should it not happen often, but appears to, = bug, or just simply
Image

PostPosted: Sun Apr 13, 2014 00:11
by Jordach
Been working on a new type of tool crafting, an example is here in .svg, make sure your browser supports svg extensions.

Lost the original file, might reconstruct it or rehost it on my server.

PostPosted: Fri Apr 18, 2014 20:28
by Inocudom
Would you care to show us what the male and female models look like?

PostPosted: Fri Apr 18, 2014 20:41
by playzooki
awesome name,

this games cool, but i dont really like to have to mine loads so its not really my cup of tea

PostPosted: Fri Apr 18, 2014 21:23
by twoelk
Having to dig that deep for oil is quite a lot of time I would have to spend underground. Maybe you should let small amounts seep to the surface like them tarpits of old, keeping them rare though, just enough to get interested. I would rather have a reason to wander the landscape. Maybe oil producing plants like oilpalms or olive trees? Or ... maybe whales to hunt? I like the idea though that oil is something difficult and expensive to get.

PostPosted: Fri Apr 18, 2014 21:33
by Inocudom
I don't like the whole idea of there being a time limit. Also, you should allow people to mod this game-type if they want to.

PostPosted: Fri Apr 18, 2014 21:55
by Jordach
Inocudom wrote:I don't like the whole idea of there being a time limit. Also, you should allow people to mod this game-type if they want to.
The only parts of default that stayed is sounds.lua and player.lua, with extreme modifications to player.lua.

And there is no time limit, however on some servers, you could have one locked chest to store the ores in, and get points for accumulating X ores.

Is an example of the female model, while the male (default, unspecified gender) is as you'd expect. It's based from my animatic models. (Distant relative) ;)

The reason for the long digging times is simple: I wanted some form of bridge between MTG and RealTest, but with a MTG style gameplay.

Wooden tools exist for first day usage (they halve the time compared to fists, but do not last), while ideally stone should be for the second, and so on.

My development is much slower, while the tradeoff is that nothing should (usually) have a bug.

PostPosted: Fri Apr 18, 2014 22:56
by twoelk
seeing the above pic and still musing about tar pits the unlucky Tasha Yar of Enterprise NG sprung to my mind. Remember that tar pit monster? So how about an oily monster that can't be killed with sharp weapons or tools. You would have to hit it with an oil can several times to drench it of its oily juice, filling the can along the way. They could spawn and live near oily stuff and be very protective about it, never wandering far from their habitat. They shouldn't be as agressive as the dungeon master at a distance but pretty nasty when close up, maybe suffocating the player and blocking the view while fighting. That could be an amusing alternative to the usual hit me with a diamond sword monster.

PostPosted: Sat Apr 19, 2014 00:31
by Jordach
twoelk wrote:seeing the above pic and still musing about tar pits the unlucky Tasha Yar of Enterprise NG sprung to my mind. Remember that tar pit monster? So how about an oily monster that can't be killed with sharp weapons or tools. You would have to hit it with an oil can several times to drench it of its oily juice, filling the can along the way. They could spawn and live near oily stuff and be very protective about it, never wandering far from their habitat. They shouldn't be as agressive as the dungeon master at a distance but pretty nasty when close up, maybe suffocating the player and blocking the view while fighting. That could be an amusing alternative to the usual hit me with a diamond sword monster.
Oil is not renewable, otherwise, people would not bother taking the oil sources, and just farm the monsters instead. (It's possible to do that currently, getting it *right* would be hard)

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PostPosted: Sat Apr 19, 2014 11:51
by Jordach
Welcome to the Glacier Biome, where no friendly mob spawns, but unfriendly ones do, oh, and there is NO FOOD HERE.

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PostPosted: Sat Apr 19, 2014 18:00
by paramat
Jordach wrote:Is an example of the female model

You voxed her nips.

PostPosted: Sat Apr 19, 2014 18:19
by Jordach
paramat wrote:
Jordach wrote:Is an example of the female model

You voxed her nips.
There's a mauvebic reference if I ever saw one!

Re: [Game] Big Freaking Dig [Prototype]

PostPosted: Sat Apr 26, 2014 18:49
by Jordach
Quite a large update:

https://github.com/Jordach/big_freaking ... 9697a47d93

Changes:


  • Beds
  • Signs
  • Tin Tools
  • Ingot crafting
  • Probably missing things
  • Fixed stair, slab name collisions
  • Mobs
  • Probably things I've done and forgot about.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Wed May 21, 2014 15:12
by Inocudom
I found this error while using torch arrows:
10:09:36: ACTION[ServerThread]: singleplayer uses throwing:bow_diamond, pointing at [nothing]
10:09:37: ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (28,11,-97) (block (1,0,-7))
10:09:37: ERROR[main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (28,11,-97) (block (1,0,-7))

Is mese stone supposed to be impossible to break? Even the mese diamond pickaxe can't break it.

No matter what tool is used, the liquid containers take very long to dig up.

Jukebox songs seem to only play once and never loop.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Thu May 22, 2014 14:50
by Jordach
Inocudom wrote:I found this error while using torch arrows:
10:09:36: ACTION[ServerThread]: singleplayer uses throwing:bow_diamond, pointing at [nothing]
10:09:37: ERROR[ServerThread]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (28,11,-97) (block (1,0,-7))
10:09:37: ERROR[main]: Map::setNode(): Not allowing to place CONTENT_IGNORE while trying to replace "air" at (28,11,-97) (block (1,0,-7))

Is mese stone supposed to be impossible to break? Even the mese diamond pickaxe can't break it.

No matter what tool is used, the liquid containers take very long to dig up.

Jukebox songs seem to only play once and never loop.

It uses the group, hardened, which is for later (Diamond, Mese and further).

I still haven't implemented the ores yet.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Wed Jul 30, 2014 20:15
by shadowzone
Hiya Jordach thanks for using the screenshot of me for the female player models and great game I rather enjoy the hardcore survival theme.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Wed Aug 20, 2014 00:59
by Inocudom
Image
I tried out Big Freaking Dig in Freeminer and found out that it works.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Wed Aug 20, 2014 11:55
by Jordach
There are many updates and other misc fixes that have occurred, which won't be most of the 0.5 update, as I plan on adding two special mods, mining turtles and MineMIDI.

Mod interaction is going to be emphasized as well.

Interaction meaning all mods items e.g. if there are multiple versions - they get turned into a crafting group for that object, eg, combustion engine in TBM and oil engine in some other mod. The group is group:fuel_engine

I'm attempting at making a version of MTG that is almost consistent with textures, design, mods, etc.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Wed Aug 20, 2014 13:38
by twoelk
Jordach wrote:...
I'm attempting at making a version of MTG that is almost consistent with textures, design, mods, etc.


You might review your node-naming schem while your at it and things to change might still be small in number ;-)
for example you have/had:
soapstone and soap_stone
snowy_grass but (some)_leaves_snowy
grass1 but (some)_grass_1

all in all I do enjoy playing the game though
- if only them treemonsters wouldn't hunt me down all the time.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 06:43
by TheEpicJames
Could you make a 1.8 skin mod? the are many things that are in games but don't have mods,
Is there any way to disable/enable layers on the 1.8 skin?
Could you add my skin into the list of skins?

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 11:18
by Jordach
Will do it later, currently at my course.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 19:26
by Wuzzy
I use BFD on Minetest 0.4.10.
For some weird reason, Minetest becomes really slow over time while in the inventory menu. When I just started BFD, the effect is not noticable. But the longer the server runs, the slower everything while being in the inventory menu becomes. If I close the inventory menu, everything is fine again.
I never had this issue with any other subgame or mod. So I post this here.

Other formspecs seem to be fine, too.


Besides, I really like the approach of this subgame. Finally something which is a bit more challenging than the usual subgames.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 19:42
by Jordach
This is an issue I've tried to pin down - nothing is modifying the inventory, and others have confirmed this with other games, but isn't as noticable.

EDIT: The trapdoor is broken because I'm working on stuff which means doors + trapdoors will be busted for a while.

EDIT2: I'm suspicious it's xgui being the issue.

EDIT3: Make xgui's init.lua look like this:

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
local default = "inventory.png"

local function getFormSize(formspec)
   
end

local function setFormspec(player, formspec)
   local size = getFormSize(formspec)
   player:set_inventory_formspec(formspec.."listcolors[#664620;#f9ca93;#ffffff;#c69c6a;#ffffff]".."background[-0.5,-0.65;9,8.75;"..default.."]")
end

minetest.register_on_joinplayer(function(player)
   minetest.after(0.5, function() end)
   setFormspec(player, player:get_inventory_formspec())
end)

--minetest.register_on_player_receive_fields(function(player, formname, fields)
   --minetest.after(0.5, function() end)
   --setFormspec(player, player:get_inventory_formspec())
--end)


This appears to work in survival only, except that creative is an afterthought and is only designed for those who want to build. (and things only work correctly in survival.) This can be mitigated by adding a creative formspec bg image separately.

EDIT4: Loading other formspecs do not create issues with the main inventory formspec, so perhaps it's register_on_player_recieve_fields() creating too much load, as it's having to loop through the inventory.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 22:13
by TheEpicJames
Hey Jordach, is it possible to add your blender rigs in Minetest? just asking.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Mon Sep 29, 2014 23:00
by Evergreen
TheEpicJames wrote:Hey Jordach, is it possible to add your blender rigs in Minetest? just asking.

Yes, but there are WAY to many vertices. Don't try it.

Re: [Game] Big Freaking Dig [0.4]

PostPosted: Tue Sep 30, 2014 01:15
by TheEpicJames
kk