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[Game] MiniBASE [minibase_game]

PostPosted: Mon Jun 30, 2014 18:20
by Krock
Image
An other SOMEWHAT OUTDATED minetest_game-based game.
Use on your own risk.

Licenses: many, see README files in each mod.

Targets:
  • A base for modding
  • Compatible to minetest_game
  • New functions, (ex. player models), serval utilities
  • Easy overviewable codes
  • Not too heavy
  • Use all available nodes, remove unused
Requires Minetest 0.4.9 or newer

Links: Repository | Test it now!

Re: [Game] BASE [base_game]

PostPosted: Mon Jun 30, 2014 22:27
by Bas080
Would be nice to have a ultimate minimal version that has only the nodes required to generate terrain. Only containing following nodes.

dirt
stone
sand
gravel
water
lava
air

Maybe also
cobble
obsidian

Some modder friendly stuff
A modder pickaxe for removing stuff (not craftable)
Debug tool for node metadata
Creative inventory

The goal would be to find the minimal default presets the average modder would want so the focus is on adding and creating. The best way of achieving this in my opinion is by removing all things that have a more complex behaviour out of the minetest_game. Chests, furnaces etc. This allows others to more easily think of alternatives for these functions.

No trees and ores. Modders wanting to make a minetest "game" could fork the base and build upon it by adding mods and removing/tweaking less as less is defined for them.

Remaking the minetest_game using the "base" would allow a more modular aproach. Ores would be a seperate mod. Trees would be a mod too and so on. Allowing other game creaters and server admins to cherry pick what the game should be.

Re: [Game] BASE [base_game]

PostPosted: Tue Jul 01, 2014 04:56
by philipbenr
This is a very nice idea. I suggest you add a tiny catch line in the logo, work on it some and suggest it for adoption into the game.

Re: [Game] BASE [base_game]

PostPosted: Tue Jul 01, 2014 07:39
by rubenwardy
If you are to add debugging tools for modders, as Bas080 suggested, I would suggest the craft recipe checker

Re: [Game] BASE [base_game]

PostPosted: Tue Jul 01, 2014 10:24
by Krock
Bas080 wrote:Would be nice to have a ultimate minimal version that has only the nodes required to generate terrain.

Some modder friendly stuff
A modder pickaxe for removing stuff (not craftable)
Debug tool for node metadata
Creative inventory

No trees and ores. Modders wanting to make a minetest "game" could fork the base and build upon it by adding mods and removing/tweaking less as less is defined for them.

Remaking the minetest_game using the "base" would allow a more modular aproach. Ores would be a seperate mod. Trees would be a mod too and so on. Allowing other game creaters and server admins to cherry pick what the game should be.

Yes, I plan to split those things a bit and try to add helpful stuff for modders. We will see.

rubenwardy wrote:If you are to add debugging tools for modders, as Bas080 suggested, I would suggest the craft recipe checker

Thanks for pointing to that tool, it's good to clean up dead node codes and add missing recipes.

Re: [Game] BASE [base_game]

PostPosted: Tue Jul 01, 2014 14:36
by Sokomine
Bas080 wrote:Remaking the minetest_game using the "base" would allow a more modular aproach. Ores would be a seperate mod. Trees would be a mod too and so on. Allowing other game creaters and server admins to cherry pick what the game should be.

Hm. Furnaces as tools for cooking are pretty basic. They allow for the cobble->stone, sand->glass transition etc. Nodes as indigrents of receipes are pretty basic for most mods.

Putting trees and ores into seperate mods which might be exchanged with other similar mods sounds like a very intresting idea. Only problem is that modders do not like to depend on other mods - especially when all that's needed from other mods are nodes for receipes.

Re: [Game] BASE [base_game]

PostPosted: Wed Jul 02, 2014 20:15
by LionsDen
The item drop mod isn't working right. I started a base game and cut down a tree. The leaves were decaying and dropping saplings and the item drop picked them up but nothing ever was transferred into my inventory.

Re: [Game] BASE [base_game]

PostPosted: Thu Jul 03, 2014 14:32
by Krock
LionsDen wrote:The item drop mod isn't working right. I started a base game and cut down a tree. The leaves were decaying and dropping saplings and the item drop picked them up but nothing ever was transferred into my inventory.

https://github.com/SmallJoker/base_game ... it.lua#L26
It adds the item to your inventory.. I can't see why it shouldn't.

Re: [Game] BASE [base_game]

PostPosted: Thu Jul 03, 2014 17:29
by LionsDen
I know that it is supposed to add the item to the inventory. It's just that the tree I chopped down started dropping saplings from decaying leaves and the only ones to ever show up in my inventory were the ones I manually picked up. It dropped 4 or 5 saplings and the only ones in my inventory were the 2 that I picked up manually. I even waited minutes afterwards and they never showed up.

EDIT: Ok, that is weird. Just to check things out, I tried it again and this time it is picking them up and putting them into my inventory. One thing I noticed was that the decaying leaves also dropped a stick sometimes. I wonder if the items item_drop picked up were sticks. I didn't know about the sticks so I was assuming that I wasn't getting the dropped saplings. It's possible that the item_drop pickups were sticks so I wasn't looking at that item in my inventory, just kept an eye on my saplings.

Re: [Game] BASE [base_game]

PostPosted: Wed Jul 30, 2014 15:36
by Krock
Recent changes:

- added character.b3d New character model
- model API rewrite Should be backwards compatible
- added mobapi Has no use in the raw game
- bugfixes
- some mapgen rewrites In flowers and default
- edited farming a bit Replaced bronze hoe with mese hoe
- removed bronze tools (only the ingot is still there)

Re: [Game] BASE [base_game]

PostPosted: Thu Aug 14, 2014 20:23
by cx384
Nice game but two times Mese block.
:/
+

Re: [Game] BASE [base_game]

PostPosted: Sun Aug 17, 2014 17:55
by Krock
cx384 wrote:Nice game but two times Mese block.
<snip>

Thank for the report.
https://github.com/SmallJoker/base_game/commit/5e423ba5

Re: [Game] BASE [base_game]

PostPosted: Sun Aug 31, 2014 14:10
by Wuzzy
I have tried this subgame but I don’t get it.
Where exactly does it differ from minetest_game?
OK, there are some subtle changes here and there but I can’t see the bigger picture.

And how is this supposed to be a base for modding? The folder structure looks still very familar to me.
And BASE carries along a lot of cruft from minetest_game:
flowers, screwdriver, farming, generated default trees …
So if you want to make a mod with your own trees, you still have to live with the boring default trees.
If you want custom flowers, you still have to live with the default flowers, etc.

So I do not understand how BASE should be any better than minetest_game as a base for modding, sorry …


Off topic:
sokomine wrote:Only problem is that modders do not like to depend on other mods - especially when all that's needed from other mods are nodes for receipes.

This problem can be easily solved by adding an optional dependency and only adding the dependent recipe if said mod is loaded.

Re: [Game] BASE [base_game]

PostPosted: Sun Aug 31, 2014 17:27
by Krock
Wuzzy wrote:I have tried this subgame but I don’t get it.
Where exactly does it differ from minetest_game?

First, I planned to make a game which offers APIs and other tools...
But right now it's just a game with some differences to the old MTG.
Ideas come slowly..

Re: [Game] BASE [base_game]

PostPosted: Mon Sep 01, 2014 14:55
by Wuzzy
Oh, well. I guess I just wait a while and come back here later.

Re: [Game] BASE [base_game]

PostPosted: Wed Sep 24, 2014 15:31
by Krock
Image
Copied some nice textures from Voxelgarden :)

Edit: And there some little changes:
Image

Re: [Game] BASE [base_game]

PostPosted: Wed Oct 29, 2014 16:15
by Inocudom
Krock, would you be able to post this sub-game in the forums of Freeminer? It might appeal to those that don't like the flowing sand/dirt/gravel in that fork's default sub-game.

Re: [Game] BASE [base_game]

PostPosted: Wed Oct 29, 2014 18:12
by Krock
Inocudom wrote:Krock, would you be able to post this sub-game in the forums of Freeminer? It might appeal to those that don't like the flowing sand/dirt/gravel in that fork's default sub-game.

Sorry, I can no longer test its compatibility with Freeminer, therefore I won't post something which (maybe) doesn't work.
Thanks for the interest.

Re: [Game] BASE [base_game]

PostPosted: Thu Oct 30, 2014 21:38
by philipbenr
philipbenr wrote:Well, even though I cannot use FM right now, I am still posting Lux_Solis. There might be errors, but it makes the satisfaction of seeing something work a whole lot greater... right?

Even if you are not, would you give me permission to test, fix and post BASE on FM forums as an FM version?

Re: [Game] BASE [base_game]

PostPosted: Fri Oct 31, 2014 16:43
by Krock
philipbenr wrote:
philipbenr wrote:Well, even though I cannot use FM right now, I am still posting Lux_Solis. There might be errors, but it makes the satisfaction of seeing something work a whole lot greater... right?

Even if you are not, would you give me permission to test, fix and post BASE on FM forums as an FM version?

Allowed. You also can create pull requests on the Git repo to make it compatible with FM.

Re: [Game] BASE [base_game]

PostPosted: Sat Nov 01, 2014 07:26
by philipbenr
Alright, thank you.

Re: [Game] BASE [base_game]

PostPosted: Tue Nov 04, 2014 19:24
by Krock

Re: [Game] BASE [base_game]

PostPosted: Tue Dec 16, 2014 18:41
by Krock