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Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Sun Aug 23, 2015 23:10
by rater193
Battle Towers

Upcoming update: NPC API
I started work last night, on the NPC framework api. I was going to base the code off the mod, NPC Frameworks but then i figured since im making an entire API, why dont i just make my own, since it was already pretty easy to do it. So, i started work on a custom system, winch will also give NPCs pathfinding so they can get to you without you realizing it! There will be 3 types of mobs.
1: ground
This will include things like zombies, caravans, and a ton of other things

2: flying
This will include things like giant flying eyes, bats, harpies, etc...

3: swimming
Swimming will not only be bound to water, i can also make it so there can be a "desert sand worm" winch is a giant worm that swims in the sand in the desert! so, be careful when you go there >: D

If you want to join teamspeak, feel free to join here:
Teamspeak IP: error22.com

Current version: PreAlpha-0.0.1-R1

Description
This mod is a WIP. The purpose of this mod is to spawn towers in the world, that have loot chests inside them, as well as hostile creatures. The system will be an API, so you can create your own tower types as well. The mod is designed after a popular minecraft mod, battletowers, hince the mod's name, battletowers.
This mod will be a fun mod to play with, with your freinds, however by yourself, it may be a little challenging to take over a tower. Future updates will include things like custom mob spawners, custom mobs, configurable mob spawners, configurable loot chests, and much more. enjoy the mod and have fun!

Download:
Download here(ADFLY) if you want to help raise money to put on a server!
I need 8$/month to start off!

Direct downloads:(Specific versions)
RatersMods-BattleTowers-0.1.1-R1.zip
(99.35 KiB) Downloaded 152 times



demo screenshot:

Image


Planned features:

Tower spawning
Loot chests spawning in towers
Loot chests
more loot
Loot chests scale with the more loot gained on that floor
loot API
Progressive loot gain(The next floor gives more loot than the last)

[Next update] Spawners spawning in towers
[Next update] NPC Creation
[Being worked on] Mob drops
[Being worked on] Boss spawns
[Being worked on] More world mob spawns
[Being worked on] Random merchant that wanders around the world

Ability to sell loot to the merchant
Ability to buy resources from the merchant.



PreAlpha - 0.1.1-R1
8/25/2015
Updates:
This update was oriented twords the loot chests for the towers. The loot system now comes with a fully stocked API for letting you add new loot that spawns in towers!
Loot chests spawning in towers
Loot chests
more loot
Loot chests scale with the more loot gained on that floor
loot API
Progressive loot gain(The next floor gives more loot than the last)


loot API:
To start using the loot api, first you must run dofile like so
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
   dofile(minetest.get_modpath("battletowers").."/Settings_Loot.lua")


Arguments:
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
   addLoot(item, weight, minamm, maxamm)


After, you can start registering new loot to spawn in the chests
ex:
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
   _G.battletowers:addLoot({name="default:dirt"}, 20, 2, 5)
   _G.battletowers:addLoot({name="default:stone"}, 10, 2, 5)


Here is a sample, that is used in the current loot creator, for the chests
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
dofile(minetest.get_modpath("battletowers").."/Settings_Loot.lua")


_G.battletowers:addLoot({name="default:dirt"}, 20, 2, 5)
_G.battletowers:addLoot({name="default:stone"}, 10, 2, 5)
_G.battletowers:addLoot({name="default:iron_lump"}, 5, 2, 15)
_G.battletowers:addLoot({name="default:copper_lump"}, 5, 2, 15)
_G.battletowers:addLoot({name="default:gold_lump"}, 4, 2, 5)
_G.battletowers:addLoot({name="default:coal_lump"}, 10, 2, 15)
_G.battletowers:addLoot({name="default:diamond"}, 1, 1, 3)



If there are any features you would like to see in the game, let me know!



8/24/2015
Got back on today and started adding in chests and spawners to the battle towers, they dont work yet, but its a WIP, i will fix it in the future! at least for now, you can have pre-made buildings to live in!

Updates:
Released pre-alpha-0.0.1-R1
Towers spawning in world
Code getting ready to add spawners
Code getting ready to add loot chests
Code getting ready to add boss mobs






8/23/2015
Hello everyone! i am developing a new mod for minetest, that will bring the minecraft mod, battletowers, to minetest! I just started working on this today, and already got the towers randomly generating in the world! right now mobs do not spawn in them, however I will add spawners and and loot chests into them in the future, so it will be more fun to raid! I will post the progress of battle towers here! I plan to release it within the next few days in open alpha!

Re: Battle Towers

PostPosted: Mon Aug 24, 2015 01:04
by swordpaint12
Impressive mod! I look forward to seeing the final product and, ultimately, download it!

Re: Battle Towers

PostPosted: Mon Aug 24, 2015 04:06
by Don
+1

Re: Battle Towers

PostPosted: Mon Aug 24, 2015 12:00
by Minetestforfun
wow great ! maybe a new server concept for the MinetestForFun dev tem ! :p

Re: Battle Towers

PostPosted: Mon Aug 24, 2015 18:24
by rater193
I updated the mod, and now released the download to the pre-alpha version, if anyone wants it!

Re: Battle Towers - Open-PreAlpha

PostPosted: Mon Aug 24, 2015 19:00
by Ben
Wow, looks impressive! Good work :-D

Re: Battle Towers - Open-PreAlpha

PostPosted: Mon Aug 24, 2015 19:30
by benrob0329
Could you zip or tar.gz it please? RAR is a propriety format..

Re: Battle Towers - Open-PreAlpha

PostPosted: Mon Aug 24, 2015 19:48
by rater193
benrob0329 wrote:Could you zip or tar.gz it please? RAR is a propriety format..


There, i changed it to a ZIP, from RAR

Re: Battle Towers - Open-PreAlpha

PostPosted: Tue Aug 25, 2015 00:26
by Sokomine
rater193 wrote:Random merchant that wanders around the world
Ability to sell loot to the merchant
Ability to buy resources from the merchant.

My mobf_trader mod might be of use to you for that purpose. Its traders do not walk around, but you can add their trading function to mobs from other mods. The traders where inspired by npcf as well.

Re: Battle Towers - Open-PreAlpha

PostPosted: Tue Aug 25, 2015 00:38
by Napiophelios
this is a neat concept to add to a game but I just wish it used default nodes
instead of adding nodes that are very similar to ones we already have,
the chiseled cobblestone looks very much like stone bricks
they are very nice textures though :)

maybe you can add depends.txt to the mods, so we know
they are dependant on the other mods in the pack,
and a license to protect your efforts.

Re: Battle Towers - Open-PreAlpha

PostPosted: Tue Aug 25, 2015 01:03
by rater193
the reason i am using custom nodes, is so i can make the tower blocks indestructible, the newer version has unbreakable blocks. the chisel mod, that i made was going to be its own mod, then i found out after i started it, it was already made for minetest, so i started making this mod, lol.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Tue Aug 25, 2015 03:41
by rater193
New update released:
Now towers will generate with loot chests, each floor of the tower will "generate" more loot than the previous floor
There is also now an api for you to add in custom items to generate with the loot chests
Right now, the loot chest is a gold block, untill i change it in the future to be an actual chest, but for now, its a gold block.

Re: Battle Towers - Open-PreAlpha

PostPosted: Tue Aug 25, 2015 04:10
by benrob0329
rater193 wrote:
benrob0329 wrote:Could you zip or tar.gz it please? RAR is a propriety format..


There, i changed it to a ZIP, from RAR


That didn't come out right, I sounded really rood here...sorry.

What I meant to say was that RAR isn't a file type supported by Windows or most Linux Distros by default, and it's not as easy to open (unless you use 7zip or WinRAR...) since it's closed source.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Tue Aug 25, 2015 09:42
by Napiophelios
without torches mod and creatures mod you get many errors.
depends.txt are very helpful to us noobish types

However I wrote some quick aliases and finally got to test out the first release.

Its very nice compliment to Blockman's Ruins mod.
Nice job.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Tue Aug 25, 2015 18:07
by rater193
you dont get errors, you will just get a warning in the log, winch i used the torches mod temporarily, and will not be used in the future! thanks for reporting it as a problem anyways, it will be addressed next update!

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Wed Aug 26, 2015 00:24
by rater193
sorry for not working on the mod today, i was busy all day, i will be busy all day tomorrow as well, but after that i SHOULD have some free time, but idk

NPC API Update Under Way!

PostPosted: Thu Aug 27, 2015 18:26
by rater193
Upcoming update: NPC API
I started work last night, on the NPC framework api. I was going to base the code off the mod, NPC Frameworks but then i figured since im making an entire API, why dont i just make my own, since it was already pretty easy to do it. So, i started work on a custom system, winch will also give NPCs pathfinding so they can get to you without you realizing it! There will be 3 types of mobs.
1: ground
This will include things like zombies, caravans, and a ton of other things

2: flying
This will include things like giant flying eyes, bats, harpies, etc...

3: swimming
Swimming will not only be bound to water, i can also make it so there can be a "desert sand worm" winch is a giant worm that swims in the sand in the desert! so, be careful when you go there >: D

Re: NPC API Update Under Way!

PostPosted: Thu Aug 27, 2015 19:02
by ArguablySane
rater193 wrote:Swimming will not only be bound to water, i can also make it so there can be a "desert sand worm" winch is a giant worm that swims in the sand in the desert! so, be careful when you go there >: D

It sounds like someone needs to make a mod with remote controlled cars which you can affix dynamite to.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Fri Aug 28, 2015 04:27
by FreeLikeGNU
Looks cool! What is the license?

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Fri Aug 28, 2015 05:24
by benrob0329
Will the new NPC framework be in this mod? Or in a dependency?

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Fri Aug 28, 2015 18:53
by rater193
benrob0329 wrote:Will the new NPC framework be in this mod? Or in a dependency?


It will come with this mod, but it will be a dependency as well, so i can use it with future mods

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Fri Aug 28, 2015 19:45
by rater193
benrob0329 wrote:Will the new NPC framework be in this mod? Or in a dependency?

here, Github

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Wed May 04, 2016 22:30
by swordpaint12
Is this mod still being worked on? It certainly is a good idea.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Thu May 05, 2016 10:22
by azekill_DIABLO
+1

you know, if your sandworm is good i will use it in voxellar

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Thu May 05, 2016 18:41
by xeranas
From screenshot for me it looks unnatural a bit (perfect shape, same color from down to top). Maybe mixing some (same attributes but different texture blocks) when generating these towers would help (for e.g. mossy stone block)? IMO generating old / damaged towers would be also great addition.

Re: Battle Towers - Open-PreAlpha - 0.1.1 - R1

PostPosted: Wed May 25, 2016 12:12
by swordpaint12
This modpack is so... big. Big enough that when paired with merely a couple other mods could easily be a game...