Website / wiki update - Lack of information

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pdvrosado
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by pdvrosado » Wed Jan 08, 2014 18:01

hoodedice wrote:
pdvrosado wrote:
hoodedice wrote:Dafuq did my post go?

Anyway, http://c55.me/blog/?p=1491

Anything after that, and I'll come to your house and butcher you with a pickaxe.

[spoiler]Sarcasm. Some people need to be told.[/spoiler]



This is a mere academic discussion, to understand all points involved in this project. I don't know why does it bother you that much.


Because all has been said and done, by the founder of this project. I don't see any point in continuing a debate on where we are headed. Want a more liberal approach? Talk to the guys at FreeMiner.



That is what it has always been about. However, as a project grows, it’s impossible to keep total anarchy or dictatorship, so we need some way of fitting this into the fairly scalable architecture (development-wise) we have now. The alternative would be to scale the project down and make an army of forks. It could be fun too, but don’t think it is generally desirable. - c55

Keep the common base small enough to be manageable, as it is bound to be a monolithic chunk. This is what is called the Minetest Engine. It’s sole purpose is to enable cramming all kinds of messing-arounds into one in a decent voxel world experience.
Keep the common base (the Minetest Engine) as universal as possible. I like to compare everything that goes into the engine for how well it suits a gravitation-less space game without ground surface. If everything is either disableable or suitable for such, then it gives much more freedom for people to experiment and create interesting things, even in ground-based worlds.
Keep the common base lightweight, simple and well-written enough for it to not become some monster that everyone fears, because everyone is dependent on it.
Following these limits, incorporate features that help people do the things in the first list. -c55

Lack of main direction: We suck at this. Short suggestion below.

It’s starting to seem to me that we need to change the Minetest distribution to contain a bunch of different subgames instead of trying to have one main game. New ideas or thumbs ups for this?

Hopefully this explains for example why Minetest isn’t *necessarily* a Minecraft clone, and why it *kind of* is, and why it doesn’t matter in itself. - 5cc


I think that what I'm saying is right, since it does go with the same purpose as the one posted by c55. Just saying.
"It's not enough that I succeed, everyone else must fail"
 

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rubenwardy
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by rubenwardy » Wed Jan 08, 2014 18:21

I am a minetest.net website maintainer.

Can you make a bullet pointed list of the type of things you think are missing?
 

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pdvrosado
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by pdvrosado » Wed Jan 08, 2014 18:31

rubenwardy wrote:I am a minetest.net website maintainer.

Can you make a bullet pointed list of the type of things you think are missing?


A better looking interface like the one found on freeminer.org would be good. Items, blocks, mobs, animals, tools, ores, etc in a form of inventory would be great :) also a better way to present mods or texture packs, the web site design is kinda outdated and too simple to crave attention. There is a minetest wiki (not sure if it's official or not) that has some of that, but the minetest site does not have it. A list of present features would be nice too, as well as a list of all the new things that come with the newest version of the game.
Last edited by pdvrosado on Wed Jan 08, 2014 18:37, edited 1 time in total.
"It's not enough that I succeed, everyone else must fail"
 

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