Making Minetest Unique
While there is still much to bring Minetest out of it's beta infancy, I think now is a good time to start thinking about all the things that can be done to make Minetest an improvement on all the other mining sims out there. This shouldn't be just another Minecraft clone, and with the wonderful and simple modding structure already in place, it seems to already have an advantage over similar games. While there are other threads dedicated to talking about future features of MT, many of them focus on things that other games, specifically Minecraft, have already done. While we will be following in the footsteps of giants, we can, and already are, making Minetest something special in its genre.
My ideas so far:
Improved water volume physics: One of the biggest things I'd like to see is an improvement to water physics. Minecraft uses water source blocks, which often causes water to do some rather odd things. Total Miner just allows water to flow and spread infinitely across the same level or lower. I think we can do better. My idea would be to have a set number of different water blocks representing the water level. It's probably more complicated than I would expect (I do have a decent amount of C++ experience, but it's all self-taught) but with a bit of work, I think we could make code that would accomplish semi-realistic water volume physics.
item modification: Games in the mining sim genre focus on two major features - mining/gathering and crafting. Minecraft added an experience point system that allowed players to enchant their equipment with certain effects. It was a nice touch, but I think it would be more interesting to do something similar under a crafting mechanic. What if we created a new 'crafting' tool/interface, similar to the 'Crafting table' and 'furnace', that gave the player one or more slots to add a modifier item to a tool in their inventory. For example, the player has an iron sword. Killing a slime mob gives them a jelly. using the 'modifying table' (for lack of a better name) the player adds the jelly to the sword. Now the sword has a chance of inflicting poison on creatures struck with it. These modifications could prolong the life of an item, increase its strength, or give a variety of special effects.
My ideas so far:
Improved water volume physics: One of the biggest things I'd like to see is an improvement to water physics. Minecraft uses water source blocks, which often causes water to do some rather odd things. Total Miner just allows water to flow and spread infinitely across the same level or lower. I think we can do better. My idea would be to have a set number of different water blocks representing the water level. It's probably more complicated than I would expect (I do have a decent amount of C++ experience, but it's all self-taught) but with a bit of work, I think we could make code that would accomplish semi-realistic water volume physics.
item modification: Games in the mining sim genre focus on two major features - mining/gathering and crafting. Minecraft added an experience point system that allowed players to enchant their equipment with certain effects. It was a nice touch, but I think it would be more interesting to do something similar under a crafting mechanic. What if we created a new 'crafting' tool/interface, similar to the 'Crafting table' and 'furnace', that gave the player one or more slots to add a modifier item to a tool in their inventory. For example, the player has an iron sword. Killing a slime mob gives them a jelly. using the 'modifying table' (for lack of a better name) the player adds the jelly to the sword. Now the sword has a chance of inflicting poison on creatures struck with it. These modifications could prolong the life of an item, increase its strength, or give a variety of special effects.