[Game] Adventuretest

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BrandonReese
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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sat May 10, 2014 15:16

Download is up. Hope it is worth the wait. There are some changes.

Magic has been started, no spells yet
Mobs only attack if you are in their field of view, so you can sneak up on them from behind
Iron is much more common, you will find it in large quantities where caves and iron veins intersect
Fixed crashing issue when trying to dig locked chest
Pickup bones on punch
 

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Re: [Game] Adventuretest [Alpha]

by RHR » Sat May 10, 2014 15:42

Yay! :D
♡♡♡
 

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Re: [Game] Adventuretest [Alpha]

by theblob » Sat May 10, 2014 22:48

Great game so far, I can't wait until it gets finished! I just have one problem. Whenever I use the /sleep or /sit commands, MT gets an error with calling the method set eye offset, specifically on lines 79 and 91 of adventuretest/mods/hud/stamina.lua. Please look into this soon, thanks.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun May 11, 2014 03:19

theblob wrote:Great game so far, I can't wait until it gets finished! I just have one problem. Whenever I use the /sleep or /sit commands, MT gets an error with calling the method set eye offset, specifically on lines 79 and 91 of adventuretest/mods/hud/stamina.lua. Please look into this soon, thanks.


You will need to update your minetest to the latest dev version of minetest. If you can't recompile it yourself you may want to try one of these builds

Blockmen's Windows Builds
viewtopic.php?f=3&t=6727

sfan5's Windows Builds
viewtopic.php?f=3&t=1523
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Sun May 11, 2014 06:09

I have been getting some error messages, and yes I am using BlockMen's latest 64 bit build:

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
20:32:50: ERROR[main]: ServerError: ...25\bin\..\games\adventuretest\mods\default/functions.lua:139: attempt to perform arithmetic on a nil value
20:32:50: ERROR[main]: stack traceback:
20:32:50: ERROR[main]:    ...25\bin\..\games\adventuretest\mods\default/functions.lua:139: in function 'callback'
20:32:50: ERROR[main]:    ...a\minetest-0.4.9-x64-dev20140425\bin\..\builtin/item.lua:455: in function <...a\minetest-0.4.9-x64-dev20140425\bin\..\builtin/item.lua:393>


This happens every once in about two minutes.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 13, 2014 04:54

Update:
Bug mentioned above should be fixed
Magic system started, currently three spells
Thunder - Magic Level 3 --- /cast thunder --- damages all mobs/people in a small radius around the caster
Heal - Magic Level 2 --- /cast heal <target> --- Heals a player, if no target is specified then it heals the caster
Magic Missle - Magic Level 4 --- Requires a wand, doesn't have a crafting recipe yet --- use /giveme magic:wand_missle
Added magic replenishing potions (no crafting recipes or graphics for these yet) /giveme potions:magic_replenish1
Added game specific minetest.conf. This affects the physics so fast is more like sprint, and you sink faster in water
Automatically wake from /sleep when your energy is full

Github and download should both be up to date
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Tue May 13, 2014 14:03

Cool. Thanks Brandon. I'll try it out today.

heheheh... Lightning.... ;)
 

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Re: [Game] Adventuretest [Alpha]

by Calinou » Tue May 13, 2014 14:16

If this isn't done already, don't forget to make the /sit and /lay commands prevent movement and jumping (by reducing movement speed and jump height to 0).

I'd like to add these commands to Carbone too. ;)
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 13, 2014 14:44

Calinou wrote:If this isn't done already, don't forget to make the /sit and /lay commands prevent movement and jumping (by reducing movement speed and jump height to 0).

I'd like to add these commands to Carbone too. ;)


I changed the way the physics overrides are handled so physics can be layered by multiple mods. Mod A increases speed by 0.2 and Mob B increases speed by 0.5, so the player would have a speed of 1.7. If I directly used set_physics_override the last mod that changed the physics would be the only one that affected the player, so in the example above their speed would only be 1.5. That makes it difficult for a mod to freeze the player by setting speed and jump to 0, but I could add a function to my physics mod to freeze the player. In that way it could still keep track of physics changes while they are sitting or sleeping but not apply them.

Right now when they move or mine it just resets the camera position, and removes the sleeping hud.
 

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Re: [Game] Adventuretest [Alpha]

by Calinou » Tue May 13, 2014 17:20

BrandonReese wrote:
Calinou wrote:If this isn't done already, don't forget to make the /sit and /lay commands prevent movement and jumping (by reducing movement speed and jump height to 0).

I'd like to add these commands to Carbone too. ;)


I changed the way the physics overrides are handled so physics can be layered by multiple mods. Mod A increases speed by 0.2 and Mob B increases speed by 0.5, so the player would have a speed of 1.7. If I directly used set_physics_override the last mod that changed the physics would be the only one that affected the player, so in the example above their speed would only be 1.5. That makes it difficult for a mod to freeze the player by setting speed and jump to 0, but I could add a function to my physics mod to freeze the player. In that way it could still keep track of physics changes while they are sitting or sleeping but not apply them.

Right now when they move or mine it just resets the camera position, and removes the sleeping hud.


Thanks for the information.
 

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Re: [Game] Adventuretest [Alpha]

by ken » Fri May 16, 2014 04:50

BrandonReese wrote:- Stamina is working, when you run out of stamina your speed is slowed down
- Added /sit and /sleep commands. When you are sitting or sleeping your animation changes to the sit and lay animations, and your stamina recovers faster


BrandonReese wrote:Another update:
Some tweaks to energy formula (the bar of running men)
If your energy gets to 0 it starts taking hp away


Are Stamina and "energy" that you refer to the same thing?

And, what are the lightning bolts for?

By the way, very cool game. Ambient sounds are awesome :) And snoring... lol
Last edited by ken on Fri May 16, 2014 07:16, edited 2 times in total.
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Fri May 16, 2014 05:14

I have a question Brandon: are you able to get skills in crafting? I tried crafting a wooden pickaxe and It was "already used". Can you get experience in that field?
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri May 16, 2014 14:56

ken wrote:
BrandonReese wrote:- Stamina is working, when you run out of stamina your speed is slowed down
- Added /sit and /sleep commands. When you are sitting or sleeping your animation changes to the sit and lay animations, and your stamina recovers faster


BrandonReese wrote:Another update:
Some tweaks to energy formula (the bar of running men)
If your energy gets to 0 it starts taking hp away


Are Stamina and "energy" that you refer to the same thing?

And, what are the lightning bolts for?

By the way, very cool game. Ambient sounds are awesome :) And snoring... lol


Stamina and energy are the same thing. I'm trying to be consistent in my wording now and call it energy, because stamina isn't really the measure of how much energy you have.

The lightning bolts measure your magic energy, I'm not sure if I'm going to call it Mana or something else. There are 3 things so far that use magic.

/cast heal <target> would heal your <target> or yourself if you don't specify a target. The amount of health recovered is dependant on the level of your magic skill.
/cast thunder causes damage to every mob and player in a small radius around you. The radius and amount of damage done increases as your magic skill increases.
And there is a magic missle wand. It doesn't have a crafting recipe yet so you will have to use /giveme magic:wand_missle

Eat some raw meat you get from killing sheep and wait a couple minutes, see if you like those new noises :)
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri May 16, 2014 15:09

philipbenr wrote:I have a question Brandon: are you able to get skills in crafting? I tried crafting a wooden pickaxe and It was "already used". Can you get experience in that field?


Yes there is a crafting skill. Increase your crafting skill and wood skill to make better wooden tools. Iron, Copper, and Gold skills will probably be merged into a generic Metals skill.
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Fri May 16, 2014 17:21

Ok, thanks.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri May 16, 2014 18:18

Added knock back effect when you hit a mob (hat tip Blockmen's pyramids mod), and a recovery time--how long it takes a mob to recover from an attack before they can attack you.

You will have to get this update from github, the zip download has not been updated yet.
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Fri May 16, 2014 19:45

That is a very good idea Brandon! I like it and will try it when I get back from school.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri May 16, 2014 22:29

Update:
Added immortal priv (hunger and energy do not affect players with this priv)
Added magic level check for Magic Missle wand
Added particles to magic missle
Added blood spatter when attacking mobs
Merged Skills - Unfortunately this will totally mess up your skill levels, better now than if you had been playing this game for 6 months
- Iron/Steel, Copper, and Gold were merged into Metals
- Diamond and Mese were merged into Crystals

Update available from github and the zip file download on the first post. If you are pulling from git you will need to go into the mods/mobs directory and git pull that separately since it is a submodule.
 

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Re: [Game] Adventuretest [Alpha]

by philipbenr » Sat May 17, 2014 03:33

 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sat May 17, 2014 04:54

philipbenr wrote:@Brandon:

viewtopic.php?f=15&t=9103&p=141820#p141820

What do you think?


I don't think it's ready yet, but if they want to go ahead and include it I am fine with that.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sat May 17, 2014 05:39

Update

Added blood spatter when players are hit
Added weapon sounds when players are hit
Added auto wake when player is punched while sleeping

This requires this pull request https://github.com/minetest/minetest/pull/1307 but the game will still work without it, these new features just won't work without it.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Sat May 17, 2014 22:29

Some of the points I mentioned earlier (iron/steel too difficult to get, chests beeing emptied) only apply to the game running as a multiplayer server. In singleplayer mode, locked chests are not needed. And the game may have a lot of strengths in that area.

Players tire a bit too soon. After all this is about exploration, about beeing an adventurer - those tend to travel around. That's difficult if they sleep in and barely manage to make it to the villages' pub :-) Would it be possible to let players tire more when fighting/using magic/running, but less from walking around? And sleeping/sitting ought to be shorter. Renting a bed in a hotel or taking a drink/eating at the pub ought to be more refreshing than sitting on the floor somewhere randomly.

It might also be intresting to let the villagers reward players who help them against monsters. Killing a mob out in the woods might be all fine and good, but villagers watching you doing it (and thus saving them) might be willing to give a reward :-) In the end, items could be aquired through trading with the villagers.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Sun May 18, 2014 02:34

Sokomine wrote:Some of the points I mentioned earlier (iron/steel too difficult to get, chests beeing emptied) only apply to the game running as a multiplayer server. In singleplayer mode, locked chests are not needed. And the game may have a lot of strengths in that area.

Players tire a bit too soon. After all this is about exploration, about beeing an adventurer - those tend to travel around. That's difficult if they sleep in and barely manage to make it to the villages' pub :-) Would it be possible to let players tire more when fighting/using magic/running, but less from walking around? And sleeping/sitting ought to be shorter. Renting a bed in a hotel or taking a drink/eating at the pub ought to be more refreshing than sitting on the floor somewhere randomly.

It might also be intresting to let the villagers reward players who help them against monsters. Killing a mob out in the woods might be all fine and good, but villagers watching you doing it (and thus saving them) might be willing to give a reward :-) In the end, items could be aquired through trading with the villagers.


I am adjusting the energy formula so less energy will be used when moving around and energy will be used when fighting or using magic. I also adjusted the energy formula so the higher level you are the faster your energy regenerates.

I like your idea about villagers rewarding you for killing mobs. To make it simple I think when a mob is killed it will check for NPCs in a nearby radius and they will throw experience or other items at you.
 

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Re: [Game] Adventuretest [Alpha]

by twoelk » Fri May 23, 2014 07:24

I found out how to loose my complete inventory :-D

All you have to do is die several times in series without moving or so it seems, like going afk and letting the avatar starve. On rereading this I am not quite sure how this works though. Maybe I was robbed after all? Hm, might investigate further.
 

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Re: [Game] Adventuretest [Alpha]

by Sokomine » Fri May 23, 2014 09:34

twoelk wrote:All you have to do is die several times in series without moving or so it seems, like going afk and letting the avatar starve.

Happened to me as well. I think the bones just appear and replace whatever was there in the first place.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Fri May 23, 2014 13:48

I'm aware of that bug, it's happened to me several times. I'll fix it later today. The bug probably exists in the default bones mod since that is what my bones are based off of.
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Mon May 26, 2014 05:29

Updates:

Added a Treasure hunt quest. Find the explorer (there should probably be at least one in each newly generated village). He's the old guy holding a pick axe. Right click on him and he will give you a general area where the treasure can be found.

Removed the mobs submodule so if you are using git you may need to remove the mobs folder before pulling the updates. Mobs is just another folder in the game.

Took all of the mobs out of the init.lua file and organized them in folders and files of their own.

Fixed all of the female npcs having the same skin

Added food and farming plus

Various other changes
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Mon May 26, 2014 05:50

Fixed the bones replacing bones bug when dying in the same place
 

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Re: [Game] Adventuretest [Alpha]

by BrandonReese » Tue May 27, 2014 02:08

Added Lantern mod viewtopic.php?f=11&t=8718
 

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Re: [Game] Adventuretest [Alpha]

by Nii » Tue May 27, 2014 12:49

It says "ModError: Failed to load and run
/usr/share/minetest/games/adventuretest-master/mods/food/init.lua"

How can I fix it?
 

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