[Game] Realms of light and darkness [wip]

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TumeniNodes
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Re: [Game] Realms of light and darkness [wip]

by TumeniNodes » Wed Mar 01, 2017 19:33

still not available to download and try though? : (
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Re: [Game] Realms of light and darkness [wip]

by burli » Wed Mar 01, 2017 19:39

TumeniNodes wrote:still not available to download and try though? : (

There is a repo on github, but not much to try yet

https://github.com/MarkuBu/minetest_rolad
 

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Re: [Game] Realms of light and darkness [wip]

by TumeniNodes » Wed Mar 01, 2017 20:59

ok, I'll wait. I know It will be worth it
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Re: [Game] Realms of light and darkness [wip]

by burli » Wed Mar 01, 2017 21:28

TumeniNodes wrote:ok, I'll wait. I know It will be worth it

I will focus on biomes next time. Suggestions are welcome
 

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Re: [Game] Realms of light and darkness [wip]

by burli » Thu Mar 02, 2017 14:38

Playing around with colors

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Re: [Game] Realms of light and darkness [wip]

by burli » Fri Mar 03, 2017 09:29

Renamed default tree to oaktree and removed the apples. I want to get rid of these "default trees" and give them a name

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Re: [Game] Realms of light and darkness [wip]

by burli » Fri Mar 03, 2017 14:04

Preview of the deciduous forest for my subgame. Not final yet. More plants will be added and textures might be changed a little bit. And the grass blocks will be replaced by a more forest like soil.

https://www.youtube.com/watch?v=_oCWSZ9Pf2Y
 

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Re: [Game] Realms of light and darkness [wip]

by TumeniNodes » Fri Mar 03, 2017 16:19

burli wrote:Renamed default tree to oaktree and removed the apples. I want to get rid of these "default trees" and give them a name

Image


heh, great minds think alike.... (well, one great mind..., and me) :P
I did the same thing, except, I kept default tree and named it completely as "apple_tree". The plan is to either make them yield more apples or just make a leaves texture with apples in it. Then, when those leaf nodes are dug, they drop maybe a few apples...
When you eat an apple it leaves seeds to plant. Haven't coded any of this yet though, of course (so if that idea is something you like as well and you would probably be able to code it far better than I could) hint :D

And I really love the look of the grass_1 - 5 on every node you've done, it looks awesome.
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Re: [Game] Realms of light and darkness [wip]

by burli » Fri Mar 03, 2017 16:43

TumeniNodes wrote:heh, great minds think alike.... (well, one great mind..., and me) :P
I did the same thing, except, I kept default tree and named it completely as "apple_tree". The plan is to either make them yield more apples or just make a leaves texture with apples in it. Then, when those leaf nodes are dug, they drop maybe a few apples...
When you eat an apple it leaves seeds to plant. Haven't coded any of this yet though, of course (so if that idea is something you like as well and you would probably be able to code it far better than I could) hint :D

And I really love the look of the grass_1 - 5 on every node you've done, it looks awesome.

I change the use of the tree schematics. I have now a generic schematic and can call a function with trunks and leaves, so you can create a tree that looks like the default tree, but uses pine tree trunks and leaves for example. Or a tree that looks like a pine tree, but has palm leaves.

I can use the same schematic to make an apple tree, just by adding new trunk and leaves. But I want to leave the apples visible, or make leaf blocks with an apple texture. Have to think about that

The ground for the forest will change. Different soil, less grass and more moss and ferns. But grasslands will look like this
 

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Re: [Game] Realms of light and darkness [wip]

by burli » Sun Mar 05, 2017 18:02

Mese ore is glowing, Mese blocks are a little bit brighter. Mese will be the mystic material from a meteor which is used for some kind of simple technology

Image

Default torches in my game will not burn forever like in MTG and give only a light level of 10. For permanent light I will add two mese torches with 12 and 14 light levels.

I will remove a lot of KISS from the code. I don't like mass registrations in loops like flowers or grass. This makes everything unflexible. Each biome gets it's own registrations
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Re: [Game] Realms of light and darkness [wip]

by burli » Sun Mar 05, 2017 20:41

Add wield light. Can be disabled in advanced settings

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And Mese tools become more useful. The emit light like a torch

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Re: [Game] Realms of light and darkness [wip]

by burli » Sun Mar 05, 2017 21:42

I have add the Github link to the first post. There are a lot of updates today. I add a lot of bushes from nodebox trees mod (thanks to D00Med and toby109tt). Torches and Mese tools are emitting light (wield light) and many small changes

Feel free to try it out
 

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Re: [Game] Realms of light and darkness [wip]

by burli » Mon Mar 06, 2017 20:48

Comparison between MTG and RoLaD, same seed, same coordinate.

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Re: [Game] Realms of light and darkness [wip]

by toby109tt » Mon Mar 06, 2017 21:22

burli wrote:I have add the Github link to the first post. There are a lot of updates today. I add a lot of bushes from nodebox trees mod (thanks to D00Med and toby109tt). Torches and Mese tools are emitting light (wield light) and many small changes

Feel free to try it out


Thanks for the shout out :)
( ͡° ͜ʖ ͡°) i love pixels and voxels ( ͡° ͜ʖ ͡°)
 

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Re: [Game] Realms of light and darkness [wip]

by burli » Tue Mar 07, 2017 08:25

Leaves use the leaf.obj from the nodebox trees mod, but this will be optional

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Grass nodes are now bigger and randomly displaced. This looks just awesome

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And ferns have 6 faces instead of 4 which looks great too

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Just a few visual improvements, but they make a big difference
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Re: [Game] Realms of light and darkness [wip]

by azekill_DIABLO » Wed Mar 08, 2017 13:26

burli wrote:Mese ore is glowing, Mese blocks are a little bit brighter. Mese will be the mystic material from a meteor which is used for some kind of simple technology

Image

Default torches in my game will not burn forever like in MTG and give only a light level of 10. For permanent light I will add two mese torches with 12 and 14 light levels.

I will remove a lot of KISS from the code. I don't like mass registrations in loops like flowers or grass. This makes everything unflexible. Each biome gets it's own registrations


it's a black screen. *facepalm*
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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.
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Re: [Game] Realms of light and darkness [wip]

by burli » Wed Mar 08, 2017 13:47

Not really. Look closer
 

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Re: [Game] Realms of light and darkness [wip]

by azekill_DIABLO » Wed Mar 08, 2017 14:02

now that you ssaid it yes, i dumb.
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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 !!!
 

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Re: [Game] Realms of light and darkness [wip]

by burli » Fri Mar 17, 2017 10:49

Before I continue to add more nodes and stuff I need to work at the RPG components because I realized that this effects also nodes and tools.

I add some more informations to the first post
 

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