[Game] Australopithecus [Tech Demo]

HulkSmashRocks
New member
 
Posts: 5
Joined: Sun Sep 13, 2015 18:36

Re: [Game] Australopithecus [Tech Demo]

by HulkSmashRocks » Sun Sep 13, 2015 20:08

Hey the idea you have is awesome, keep it up! The mapgen reminds me a lot of Wurm Online and the ramps are amazing, something that should be/have been in MC universe LOOONG time ago. The crafting grid is interesting too, 5x5 gives room for a lot. I'm digging through your source code and trying to understand more about it as well as C++ in general. I logged into the server and will probably check in there and see how things are going. The cave systems are amazing. Not having to jump to go up a slope and also having slanted caves and stuff down there makes it feel sooo much more immersive somehow, and way more interesting to explore.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Wed Sep 16, 2015 19:49

I've updated the server to the latest HEAD of Australopithecus, the changes include mostly changes behind the scene (to make the mods easier re-usable). But the two biggest changes are the addition of the sneak-cam mod (the camera position of players is now lowered if they sneak) and the player-model mod. Yes, there are now actual player models included...uh, we are all naked Jesus now...
 

User avatar
MineYoshi
Member
 
Posts: 4267
Joined: Wed Jul 08, 2015 13:20
GitHub: MineYosh
IRC: MineYoshi
In-game: Kirby_Retro

Re: [Game] Australopithecus [Tech Demo]

by MineYoshi » Mon Sep 21, 2015 13:52

the mapgen is good but to me is similar the map to a low poly model!
People talk about freedom of speech, so i'll say that God exists.
Open your eyes!! See The big unicorn conspiracy.!! :D The government has been lying to us about unicorns!!
"I've learned there are three things you don't discuss with people: religion, politics and the Great Pumpkin" - Linus Van Pelt
I'm the Officially 1st ABJist in the world ( ͡° ͜ʖ ͡°)
 

User avatar
Delaroyas
Member
 
Posts: 33
Joined: Tue Sep 30, 2014 23:01
GitHub: Delaroyas
In-game: Delaroyas

Re: [Game] Australopithecus [Tech Demo]

by Delaroyas » Thu Nov 12, 2015 02:14

I went and did a quick walk on your server.

The terrains are beautiful! Loved the beach and the caves.

I noticed that when the terrain slope is diagonal, the outside corner slopes seem to sick out and make a sharp edges. In these cases a simple tetrahedron corner may be better suited to simulate smooth terrain.

I'm not sure if it's intentional, but I tried to place slopes on your server but the placements on the walls or ceiling does not act as the stairs mod do... They are always oriented as if they were placed on the floor.

I like to see you are working on the animation of the character, the default animations seems a bit lifeless to me.

I'll try to look into the code to see
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Thu Nov 12, 2015 20:13

Delaroyas wrote:The terrains are beautiful! Loved the beach and the caves.


Thank you very much...wait, there's a beach near spawn? Guess I should take a longer walk around then.

Delaroyas wrote:I noticed that when the terrain slope is diagonal, the outside corner slopes seem to sick out and make a sharp edges. In these cases a simple tetrahedron corner may be better suited to simulate smooth terrain.


I can't quite follow what you mean, but I fixed the "odd placement" of corner ramps which lead to odd looking formations.

Delaroyas wrote:I'm not sure if it's intentional, but I tried to place slopes on your server but the placements on the walls or ceiling does not act as the stairs mod do... They are always oriented as if they were placed on the floor.


That was on my TODO list for a long time...it finally landed a few days ago, so it will be in the next update to the server.

Delaroyas wrote:I like to see you are working on the animation of the character, the default animations seems a bit lifeless to me.


I'm always open for ideas, the player-model mod is what you want for that. "Graphics" and everything related to it is my weak spot, that's why I'm so happy that the Summerfields pack does exist with so many textures.
 

User avatar
Delaroyas
Member
 
Posts: 33
Joined: Tue Sep 30, 2014 23:01
GitHub: Delaroyas
In-game: Delaroyas

Re: [Game] Australopithecus [Tech Demo]

by Delaroyas » Thu Nov 12, 2015 22:57

BobbyBonsaimind wrote:
Delaroyas wrote:The terrains are beautiful! Loved the beach and the caves.


Thank you very much...wait, there's a beach near spawn? Guess I should take a longer walk around then.

Delaroyas wrote:I noticed that when the terrain slope is diagonal, the outside corner slopes seem to sick out and make a sharp edges. In these cases a simple tetrahedron corner may be better suited to simulate smooth terrain.


I can't quite follow what you mean, but I fixed the "odd placement" of corner ramps which lead to odd looking formations.


In the following image I circled the "diagonal terrain slope" which leads to corner making sharp edges:
Image
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Thu Nov 12, 2015 23:19

Oh, that. Yeah, a tetrahedron might look better there actually, though, I like these corners.

After I've seen it in your mod I wanted to add it anyway, maybe I'll make this a configuration what corners are used, and if there should be ramps at all. Thanks for the feedback.
 

User avatar
Delaroyas
Member
 
Posts: 33
Joined: Tue Sep 30, 2014 23:01
GitHub: Delaroyas
In-game: Delaroyas

Re: [Game] Australopithecus [Tech Demo]

by Delaroyas » Fri Nov 13, 2015 12:15

BobbyBonsaimind wrote:Oh, that. Yeah, a tetrahedron might look better there actually, though, I like these corners.

After I've seen it in your mod I wanted to add it anyway, maybe I'll make this a configuration what corners are used, and if there should be ramps at all. Thanks for the feedback.


Just note that in my mod the corner slopes are oriented differently, the downhill side is on the front right (yours is on the front left).
 

User avatar
afflatus
Member
 
Posts: 302
Joined: Tue Apr 01, 2014 19:47
GitHub: 0-afflatus
IRC: afflatus
In-game: afflatus

Re: [Game] Australopithecus [Tech Demo]

by afflatus » Fri Nov 13, 2015 12:40

I like those slopes.
Grailtest is sleeping ...
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Sat Nov 14, 2015 11:43

Thank you very much for this idea. This looks quite well, though there are a few glitches I need to sort out, but otherwise I like it.

Image
Image
 

User avatar
Delaroyas
Member
 
Posts: 33
Joined: Tue Sep 30, 2014 23:01
GitHub: Delaroyas
In-game: Delaroyas

Re: [Game] Australopithecus [Tech Demo]

by Delaroyas » Sat Nov 14, 2015 21:08

Nice,
Now it is the blocks behind the tetrahedron causing problems, this is why I made the other inside corners. they fit perfectly with the tetrahedron.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Sat Nov 14, 2015 22:44

Yes, exactly. I've already added both models to worldgen-utils. I guess the next step will be to rewrite RampPlacer into a more generic tool, so that it can also be used to fix this. I already have an idea on how to do that and it is pretty much the next thing on my list to be done.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Game] Australopithecus [Tech Demo]

by paramat » Sun Nov 15, 2015 05:03

I think that looks a lot worse, too rounded and lacking in MT's cubic character, i like previous the aligned sharp edges.
 

User avatar
Delaroyas
Member
 
Posts: 33
Joined: Tue Sep 30, 2014 23:01
GitHub: Delaroyas
In-game: Delaroyas

Re: [Game] Australopithecus [Tech Demo]

by Delaroyas » Sun Nov 15, 2015 12:54

paramat wrote:I think that looks a lot worse, too rounded and lacking in MT's cubic character, i like previous the aligned sharp edges.


I know that most of the people that are currently playing these "block placing games" are fond of the blocky look of the game. They went past the initial "Why would I play such a low-res game?" and saw the potential of playing a game with so much freedom. Most fell in love with these blocks.

That said, I personally always felt the game could look more natural with less visible "blocks" on the surface.
But that's one of the best thing about Minetest, we can all mod this game as we wish.

Continue your great work on Australopithecus, BobbyBonsaimind.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Wed Dec 02, 2015 20:59

@paramat Without any hard feelings, intention to insult or something like that, you might be looking at the wrong subgame if you think like that. I *will* break such conventions in Australopithecus, that is by design, because I believe that such elements *can* make a great game if used correctly. Therefor I appreciate all the freedom the (awesome) engine gives me in this regard and allows me to implement my ideas of a subgame...which so far can only be considered a technical demo.

@Delaroyas I actually finished my rewrite of the RampPlacer tool, which is now called MaskBasedPlacer. It turned out to be a beast which could have been made by Frankenstein himself, and it still lacks documentation. You can find the usage in Australopithecus at the end of the crust/bake.lua file.

For everyone else, this is how the ramps are now looking in Australopithecus.

Image
Image
Image
Image
Image

Regarding an update to the server, I still have a few additional changes in the pipeline that I want to do before updating the server, which might be in January as it currently looks like. The good news is, that after that update my main work *must* focus on vegetation, because at that point there is no dodging that anymore.

My main idea for vegetation is still to have very thick vegetation where appropriate, jungles for example should be hard to traverse under all circumstances with high trees. rnd_trees actually gave me the idea to write my own tree spawner, because these trees are quite close to what I want. Though, that is just a rough idea in the back of my head.
 

User avatar
kaadmy
Member
 
Posts: 627
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: [Game] Australopithecus [Tech Demo]

by kaadmy » Wed Dec 02, 2015 22:33

Wow, that looks neat :D
How do physics work for the slopes? Multiple collision boxes in a slope pattern? Then, you could walk around without all the jumping.
Never paint white stripes on roads near Zebra crossings.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Wed Dec 02, 2015 22:59

Exactly that.

Image
Image
Image
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Game] Australopithecus [Tech Demo]

by paramat » Thu Dec 03, 2015 20:50

Actually these recent screenshots look good, i think the first desert screenshot of the rounded hill just looked wrong to me for some reason. Excellent work.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Tue Dec 15, 2015 21:31

I'm posting an update because of, at least for some, an important change: Australopithecus is now licensed under LGPL v2.1, no longer under BSD. Note that this does only apply to the "core" of the game, all the mods that have a repository of their own will stay under a BSD license.

In other news, I've nearly written 15,000 lines of Lua code so far, with another 3,000 lines of comments and documentation! Most of these lines reside in easily re-usable mods in their own repositories, too.

Now back to the game itself, because I haven't done a map in a while, here is a new one:

Image

In the north you see a mountain range which has been parted by the flatlands. These mountains are raising a whooping 400 nodes into the sky, and I had trouble taking a picture of them because parts of the map would constantly unload.

Image

What really took me by surprise were the formation that formed in the south-west corner. Here you are also seeing the new ramps in action (which still yield some artifacts, but nothing too bad and nothing I couldn't live with).

Image
Image
Image
Image
Image

That bright green opening is not a glitch, it really is an opening of roughly 2x1 nodes.

Otherwise there isn't much to say I guess, the list of things to do before I would like to push an update to the test server has grown thin so this seems really to happen in January...and after that vegetation has to happen...somehow...and still no clue about it.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Game] Australopithecus [Tech Demo]

by paramat » Wed Dec 16, 2015 05:10

Stunning screenshots, i like the contrasts of the differing terrains.
Any chance of a c++ version in future? (as a possible core mapgen) in lua this is very slow and generation would cause unbearable lag on a server.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Sat Dec 19, 2015 08:29

Technically, there is no hindrance I guess, once it stabilizes I mean. Though, it does make a lot of assumptions which are not exactly compatible with the current biome system, and that will get only worse the further I go.
 

paramat
Member
 
Posts: 2662
Joined: Sun Oct 28, 2012 00:05
GitHub: paramat

Re: [Game] Australopithecus [Tech Demo]

by paramat » Sat Dec 19, 2015 09:50

For this it's probably better to have your own inbuilt biome code, core mapgens don't have to use the current biome API, the intention is to have multiple biome systems plus some core mapgens with their own internal biome code.
The biome API creates some limits on what you can do in a core mapgen, it's also a little limted in what it can do because of its flexibility, a dedicated biome system can be more complex and specialised.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Sun Dec 20, 2015 19:27

Currently it can be extended from the outside, the biome system I mean. I plan to add further support for that (even to allow to register more modules and inject them), so that would, in my opinion, need to find its way into the C++ version. But as said, that is currently all very theoretical...very, very theoretical.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Tue Jan 19, 2016 23:27

There are actually now only two things remaining that I'd like to get done before I'll push a new update to the server, the correct flooding of caves close to the ocean, and #3358, which is still pending for some reason.

The good news is, because stone alone is boring, I've added wood to the inventory which can be fetched, to test it I've built a small hut close to the mountains I spawned in (actually, my mod was so kind to spawn me inside a big ice cave...go figure, I really need to add a suicide command).

Image

For those now thinking "wait a minute, what kind of chimney is that" because it is two blocks wide, well, it's made of corners with a detail level of two:

Image

Also the generation time of a single block has skyrocketed because of the new ramps and the new ramp placing algorithm, and while building the hut I experienced first hand that having a heavy mapgen run in the background sucks donkey balls as long as the mapgen is not running in its own thread and environment. So I'll do my best to generate a "big enough" map for the server to simply have no one wait for that little machine to spit out new mapblocks.
 

User avatar
Splizard
Member
 
Posts: 220
Joined: Wed Jan 25, 2012 07:20
GitHub: Splizard
IRC: Splizard
In-game: Splizard

Re: [Game] Australopithecus [Tech Demo]

by Splizard » Tue Feb 09, 2016 10:01

Looks really nice :D
Games: The Hungry Games.
Mods: Lifters (Simple Lifts), Snow Biomes and Gates.
Also checkout my texture pack Gridtoon!
View all of them plus more at http://minetest.splizard.com! (may not always be online).
 

User avatar
cHyper
Member
 
Posts: 587
Joined: Fri May 06, 2011 08:49
IRC: cHyper
In-game: cHyper

Re: [Game] Australopithecus [Tech Demo]

by cHyper » Sat Feb 27, 2016 18:45

nice project... keep on the good work of this game.
 

BobbyBonsaimind
Member
 
Posts: 97
Joined: Tue Apr 14, 2015 19:32
GitHub: RobertZenz
IRC: Robert_Zenz
In-game: Bobby

Re: [Game] Australopithecus [Tech Demo]

by BobbyBonsaimind » Sun Feb 28, 2016 17:34

Actually, I decided to wait for #3476 to be decided upon before I do any more work on this...because from where I'm sitting, Minetest hasn't turned out to be the reliable foundation I hoped it would be.
 

Diamond knight
Member
 
Posts: 262
Joined: Sun Apr 19, 2015 19:50
In-game: Diamondknight or diamond_knight

Re: [Game] Australopithecus [Tech Demo]

by Diamond knight » Sun Mar 06, 2016 18:51

this would go well with realtest for a more real and less unnatural looking worldgen, blocks make sense for minetest_game (now only minetest in 0.4.13) but on a super realistic game like realtest the block mapgen looks unnatural.

keep up the good work, this is one of the best mapgens i have seen, it should be a mod so you can use it in any subgame.
I can never get enough MESE!!!!!!!!!

my subgame: https://forum.minetest.net/viewtopic.php?f=50&t=11901
 

User avatar
azekill_DIABLO
Member
 
Posts: 3458
Joined: Wed Oct 29, 2014 20:05
GitHub: azekillDIABLO
In-game: azekill_DIABLO

Re: [Game] Australopithecus [Tech Demo]

by azekill_DIABLO » Sun Apr 24, 2016 17:03

nice work :) +10000
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
Hi, my username is azekill_DIABLO and i'm an exelent bug-maker(yeah...i know...i have a bad reputation)

azekill_DIABLO said: Mineyoshi+ABJ+Baggins= TOPIC HIJACKED.
My Mods and Stuff | Voxellar | VoxBox on GITHUB | M.I.L.A Monster engine
WEIRD MODDING CONTEST !!!
 

Previous

Return to WIP Subgames

Who is online

Users browsing this forum: No registered users and 23 guests

cron