Game vs mod vs fork

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Mcc457
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Game vs mod vs fork

by Mcc457 » Wed Nov 06, 2013 00:11

I know there was a topic on this, but it was more of a debate and there was no complete answer.
The game I know is the main minetest folder, with the bin folder being whats run from, but it doesn't work without something inside the games folder.

Now this is where I am confused.

If edited the Minetest code to make a different game(with all permissions in order) this would be a...?

On the other hand if a made a folder inside the games folder for a new "game", obtained a lot of mods and edited their textures, edited the sounds and edited the logo this would be a...? (Without editing the code)

The original topic had a debate over games and sub-games and forks.
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by kaeza » Wed Nov 06, 2013 00:24

A "mod" is a collection of code, textures, and sounds, that extend the functionality of a game by providing new blocks, items, etc, or just some more functionality like teleport to specific locations (spawn-/sethome-like mods).

A "modpack" is a collection of more or less related mods (Meecons, Technic, and MOBF are some examples).

A "game" (actually called unambiguously "subgame") is just a collection of mods/modpacks to provide a more or less complete gameplay experience; in general, a subgame is playable by itself, while a modpack is not.

A "fork" comes from the version control term, and just means a deviation from the main codebase; it may be applied to anything (a fork of Minetest, a fork of Mesecons, etc). See here for a more complete explanation.

Edit:
The answer to your first question is either "fork of Minetest" or "fork of subgame", depending if you edited the core engine (either the C++ part or the scripts in `builtin/'), or edited the mods in `minetest_game' respectively.

The answer to your second question would be "subgame", as you created a new subgame.
Last edited by kaeza on Wed Nov 06, 2013 00:36, edited 1 time in total.
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by leetelate » Wed Nov 06, 2013 05:59

and once you made the subgame, you would then create a world based on that game - i pretty much always make special game worlds now (a self-sufficient world with the game inside it) mainly since the mapgen time is so great for the huge detail, and also to keep the game design intact (no creative mode allowed is a perfect example, although people are getting savvy enough to get around it lol)

a fork imo is when a standard update to the source no longer applies to the forked object - the thing you have created can no longer use the updates from the main branch, hence a fork off the main branch, like in a tree - i clone something and change that clone so much that updates to the original one cannot be applied to mine
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by PilzAdam » Wed Nov 06, 2013 18:02

"Minetest" is not a game, its an engine for "games" (or "subgames") that are written in Lua.
 

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by cHyper » Wed Nov 06, 2013 18:38

PilzAdam wrote:"Minetest" is not a game, its an engine for "games" (or "subgames") that are written in Lua.


+1
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by leetelate » Thu Nov 07, 2013 02:21

PilzAdam wrote:"Minetest" is not a game, its an engine for "games" (or "subgames") that are written in Lua.


and a niceu one at that!! - i have done terrible things to the games, subgames, worlds, etc, and it still runs!
MT IS MC'S SMARTER BROTHER
minetest 0.4.8 compiled from latest git on linux mint 15 with qjoypad and wired 360 controller
freeminer, pilztest, buildcraft and next are the idea factories
my minetest page is http://1337318.zymichost.com if zymic isn't down - meh, it is free...
 


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