[Game] Kalite

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everamzah
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[Game] Kalite

by everamzah » Wed Jan 20, 2016 16:29

Kalite is a sub-game in development for the Lumaria server. As such, it may not be particularly interesting for any other purpose. Ultimately, the intent is to create a sub-game suitable even for single player gameplay. CaveRealms has a feature to spawn in caves, and I think this could be interesting when you're forced to mine your way to the surface, only to find out everything is barren.

This sub-game is based on BlockMen's Wasteland.
Kalite is licensed GPL3, with assets CC BY-SA 4.0.

https://github.com/everamzah/kalite

Walkie Talkie with chat channels:
Image

Skin Changer with skins as craftitems:
Image

Backpack for extra inventory space:
Image

The purpose of this thread is for reference and posterity. With some luck, it's possible the sub-game will become mature enough to be usable by a broader audience. I will be using this thread to post updates about the sub-game, as opposed to using the Lumaria thread.
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Re: [Game] Kalite

by everamzah » Thu Jan 21, 2016 14:27

  • Replaced PilzAdam's carts mod with stu's railnet mods.
  • Added a microslab, as well as plastic grass to the list of shaped materials.
  • Sheep no longer drop wool, you must use shears.
  • A preliminary intercomm has been added so that players can communicate in some locations without a walkie talkie.
  • The coffin mod has been changed such that if an area is protected from you, regular bones are placed instead of a coffin and tombstone. These bones can be dug by the protection owner, or by the owner of the bones themselves, only.
 

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Re: [Game] Kalite

by everamzah » Sat Jan 23, 2016 08:25

  • Jungle grass now places grass under itself as it spreads.
  • Added a method to acquire infinite water.
  • Added boats.
  • item_drop mod will now place a dug node directly in your inventory if dug with an empty hand, or with the same node wielded.
 

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Re: [Game] Kalite

by everamzah » Tue Jan 26, 2016 13:45

  • Bones are now protected for 60 seconds, then they're up for grabs.
  • Walkie Talkie now features a HUD element showing current channel, and number of players on your channel.
  • Added individual grass_n nodes back in.
  • Added dry_grass_n nodes and textures.
  • Further modifications to flora spread have been made. Grass now turns to dry grass instead of dry dirt if no nearby water is found.
Image
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Re: [Game] Kalite

by Dragonop » Tue Jan 26, 2016 15:25

Nice! Where does grass_n spawns? If not a place, what are the conditions for it to appear?
 

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Re: [Game] Kalite

by everamzah » Tue Jan 26, 2016 15:38

If all goes to plan, it will spawn on its own. I was thinking about grass seeds, though, perhaps from dry shrubs which currently drops wheat seeds with a rarity value of 15 (down from Wasteland's 25). Right now sheep tear grass (default:grass) as they eat it and turn it to default:dry_dirt (or default:dirt, not sure which).

I was thinking about doing the opposite, and saying, "the sheep are eating and pooping, and fertilizing the ground." Thus, leaving grass_n wherever they ate.

So to answer your question, there's currently no way to get or even see this on Lumaria, but it is in Kalite. I'll have to hop on the server and plant a few manually to get the process started.
 

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Re: [Game] Kalite

by stu » Wed Jan 27, 2016 18:33

everamzah wrote:[*]Replaced PilzAdam's carts mod with stu's railnet mods.

Cool, though I'm not really sure it is ready yet. While it is showing some promise in singleplayer mode, there are still some nasty timing issues in multiplayer! That said, the subgame is WIP too and will most likely appeal more to single-player worlds.

NIce subgame, btw, I must try this one. I always did like the concept of wasteland but never got round to actually trying it.
 

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Re: [Game] Kalite

by everamzah » Thu Mar 10, 2016 15:23

Image

https://www.youtube.com/watch?v=d9pUwjHDzPU

Try to break it at lumaria.duckdns.org port 30002
Code is in a branch on GitHub

PS. These are intended to be waypoint stations in addition to the walkie talkies, and possibly dropped items. The terminal began as a proof-of-concept for locking the player into the formspec when using only the Enter key inside the textarea[] part of the formspec.
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Re: [Game] Kalite

by Dragonop » Thu Mar 10, 2016 23:39

Add a small X at the top to quit, for android users.
 

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Re: [Game] Kalite

by Fixerol » Wed Nov 09, 2016 17:18

 

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Re: [Game] Kalite

by Aero88 » Tue Nov 22, 2016 23:51

Well. This looks nice in the Screenshots. I tried the subgames and dont know what to do. With no items in a stone world. Oo could u please give some hints, how to start? Oo i was running around and starved to death for 2 times. Are there any areas generating, where u can find something to start with? Oo
 

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Re: [Game] Kalite

by taikedz » Sun Dec 04, 2016 13:50

This is still a WIP game

Scouring the original notes, it looks like the intention was to make it so that the surface really would be desolate, except from chance finds of ruins, thewhich are, themmselves, rare.

So your answer for single player would be to

    * persevere (challenging but maybe not quite fun)
    * quit the minetest game, and edit the minetest.conf, set/add "give_initial_items = true" and "initial_items = default:pick_iron,farming:bread 20" to make your life easier
    * optionally spawn in a cave via setting/adding "cavespawn = true" to your minetest.conf

There are other ways to make it "easier" and certainly spawning in a world that already has some players on it who have built up the spawn would make it easier.... I don't think it was really thought out as a single-player subgame.

I'm not sure what direction I will take this if any. It was BlockMen's, then everamzah's, and now I'm just a temporary custodian for it.... But I do want to try updating the mods to bring them to today's versions... this code is oooold.....
 


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