Krock wrote:SegFault22 wrote:There should be added a hunger and hydration system, but different than Minecraft's hunger system.
There's already a hunger/food mod existing.
SegFault22 wrote:Krock wrote:SegFault22 wrote:There should be added a hunger and hydration system, but different than Minecraft's hunger system.
There's already a hunger/food mod existing.
A mod, yes, but it still lacks necessary qualities, had you read my post instead of skimming for keywords.
The current system has 20 points for hunger and nothing for hydration. The proposed system would have, say, 160 points for hunger, and the same for hydration, represented by a bar with no breaks in it. Hunger, Hydration and Health would interact a lot too - healing speed would be proportional to the hunger points, and negative if the player has hunger points below a certain point. Hydration would act the same way, but instead of providing healing capabilities, it only hurts the player if it gets below a certain level. When a player would eat something, it would take time for that to replenish their hunger-bar - the speed would be proportional to the current hydration level. Also, it would consume hydration points to replenish hunger points, which will require players to drink stuff while eating, just like meals in real life.
This would be better than in Minecraft. In Minecraft, the player waltzes around and loses hunger points, replenishing them often with bread or something. In the casual minecraft session, the player carries around a stack orso of a certain food item, having to eat often to keep the hunger points replenished. In real life, this would be like eating snacks every so often, and no real meals.
In the proposed system for Minetest, it would be possible to eat a lot of food (a "meal" of sorts), and that would suffice for a long while, with a few snacks between meals. In real life, this would be like eating a meal at a certain time of the day, then having a snack or two much later.
We shouldn't really be striving for realism - this isn't what Minetest, or games in general, are about. But this system, no matter how real it is, is far better than Minecraft.
Regarding other stuff about what Minetest is missing, the environment could use some attention. Currently, even Mapgen v7 won't suffice. Why, you may ask? First of all, the textures are dull. They need more contrast. The same goes for the sounds. Second, there needs to be more variety and awesomeness in the world.
In Minecraft, or any other game with trees and such, the trees are different. They have different height, leaf-block/leaved-part patterns, and such. A standard taiga biome in Minecraft has tons of trees, in relatively close proximity, with different leaf patterns and different heights. But in Minetest, all of the trees are relatively the same, with little variation in height or leaf-block-patterns. It would make Minetest much better if there were a few more types of trees, all of different colours and forms, and if all trees were to have more diverse leaf-block-patterns and heights, and are closer together. What we can do to make this different and better than Minecraft, is if forests would generate with bare clearings and "paths" of sorts, so that traveling through a forest is more interesting, and the trees can be more dense without limiting one's ability to move through the forest.
That's all I have for now.
HeroOfTheWinds wrote:I personally am opposed to an hunger/thirst aspect of that level. At a certain point, too much realism takes away from the fun of things. I prefer not to have hunger because then I can keep more inventory space, and then I can focus on building and mining instead of spending what little time I have on foraging for food instead of accomplishing anything.
HeroOfTheWinds wrote:Regarding trees, have you looked into the moretrees mod? That would solve a lot of your dissatisfaction with the current set up.... although I would like pine trees to be included in the base game. ;)
Calinou wrote:jojoa1997 wrote:I have read some of the comments and here is my view. Minetest lacks artistic quality not in the textures but in game itself. For me Minecraft is exploring and that is what I have always liked. Minetest is you see 3 biomes and you have seen them all, oh look a random underground structure with no different ones. I am not saying be like Minecraft but there is not enough features or things to do. There are very few 3rd teir crafting blocks in minetest. I mean come on, I can only build houses out of a handful of items. It is the games like dwarves which add many features to the game that are fun. Also mentioned previously was the challenge level. I die from falling only. Please don't say that is what mods are for. Please look at the [url=commit history]https://github.com/minetest/minetest_game/graphs/commit-activity[/url].
minetest_game is frozen; if you want improvements of that game, try minetest_next (aims for stability as in “not changing too much”) or Carbone (which is a bit less afraid of change, may change more often).
Wuzzy wrote:a pretty limited height (not more than 500 blocks iirc).
Wuzzy wrote:We should ask ourselves “What’s Minetest still missing?”, no matter if it’s in Minecraft or not.
Just look for good ideas. It is not forbidden to steal** great ideas from Minecraft. But keep in mind, it is the ideas that matter, not where they came from. So if a great feature is in Minecraft and you want it in Minetest, too, then you should explain why that idea is actually great and how it benefits Minetest, like with any other suggestion. ;)
Wuzzy wrote:* A generic tutorial which teaches the basics (controls, crafting, …) ((theoretically) valid for all subgames and mods). The concrete subgames may still have their own subgame-specific tutorials (if that’s neccessary). Yeah, Minetest is pretty confusing for those who are new to the genre. Without the wiki, I wouldn’t have figured out half the game. =)
Wuzzy wrote:* A pretty and clean and user-friendly default interface. The current interface is ugly, messy and user-unfriendly. It keeps getting better, but it has a long way to go. Actually, Minetest could steal the design from Freeminer here. :-)
Wuzzy wrote:* Colored lights. (Has been attempted several times before, each attempt failed so far. =( ). Just because they would be nice to look at. =)
Wuzzy wrote:* Mob framework. (I mean, like, supported in the engine, accessible by Lua. Mob frameworks in Lua work, but are really slow.). They would bring more “life” to Minetest.
Calinou wrote:Wuzzy wrote:* Colored lights. (Has been attempted several times before, each attempt failed so far. =( ). Just because they would be nice to look at. =)
This would increase the cost of lighting calculations by at least 3 times (if not done with a complete lighting overhaul, which is likely to break gameplay).
Calinou wrote:. . .
There could be tooltips in the menu and more complete item descriptions when hovering an item.
. . .
Calinou wrote:. . .Wuzzy wrote:* Mob framework. (I mean, like, supported in the engine, accessible by Lua. Mob frameworks in Lua work, but are really slow.). They would bring more “life” to Minetest.
Try an optimized Simple Mobs (such as the one found in Carbone), it's probably not so slow. Quite a lot of rats spawn sometimes (near trees and in caves mostly), so it makes your world lively. :P
If you want it to be faster, tweak the server settings, like reducing the active object range.
Don't forget that if you port something done in Lua to C++ code, you have to cover the most use cases you can, to not restrict modders. Unlike Lua, C++ is not as flexible (since it's run client-side and has to be compiled) so you can't randomly add things in C++, since other players won't be able to benefit from it unless they get and use your client.
Mcc457 wrote:I'm not sure if anyone has said this, but it seems to me Minetest is lacking a theme. Mine craft has a kind of mystery to it. Your placed in an odd world where you must survive using physical force, or using magic to enhance your abilities. You are left to wonder why you are here, the only human, in world of monsters and magic
Minetest doesn't have a theme. Playing the game vanilla puts you in a world, you don't have to survive, you can just recycle your environment into whatever you want to create. After that, the World is pretty much the same all around.
Maybe if a more scientific direction was taken, where you have to use chemistry and physics to manipulate your environment. For example you could combine the feces from animals and dead plant matter to quickly grow you plants. Or you could make gears from mined up steel and rubber from jungle trees to make a bicycle to help move you through the environment. A scientific theme could propel creativity and experimentation, thus making the game more interesting.
rubenwardy wrote:Mcc457 wrote:I'm not sure if anyone has said this, but it seems to me Minetest is lacking a theme. Mine craft has a kind of mystery to it. Your placed in an odd world where you must survive using physical force, or using magic to enhance your abilities. You are left to wonder why you are here, the only human, in world of monsters and magic
Minetest doesn't have a theme. Playing the game vanilla puts you in a world, you don't have to survive, you can just recycle your environment into whatever you want to create. After that, the World is pretty much the same all around.
Maybe if a more scientific direction was taken, where you have to use chemistry and physics to manipulate your environment. For example you could combine the feces from animals and dead plant matter to quickly grow you plants. Or you could make gears from mined up steel and rubber from jungle trees to make a bicycle to help move you through the environment. A scientific theme could propel creativity and experimentation, thus making the game more interesting.
I love that idea.
See this;Mcc457 wrote:Maybe if a more scientific direction was taken, where you have to use chemistry and physics to manipulate your environment. For example you could combine the feces from animals and dead plant matter to quickly grow you plants. Or you could make gears from mined up steel and rubber from jungle trees to make a bicycle to help move you through the environment. A scientific theme could propel creativity and experimentation, thus making the game more interesting.
philipbenr wrote:I think that the idea of not having a theme at all will attract more people. I think that an adventure theme is for the game makers, not for the actual game itself. If you want, go make a game that imitates MC's adventure idea. I like default, but that bundled up with other games would be nice...
celeron55 wrote:
Inocudom wrote:celeron55 wrote:http://i.imgur.com/gbGdbwJ.png
Celeron55 posted this image in the Post Your Screenshots thread. It must mean something about Minetest's future.
Inocudom wrote:celeron55 wrote:
Celeron55 posted this image in the Post Your Screenshots thread. It must mean something about Minetest's future.
PilzAdam wrote:Inocudom wrote:celeron55 wrote:
Celeron55 posted this image in the Post Your Screenshots thread. It must mean something about Minetest's future.
The signs! They are everywhere!
Soilnar!
Johnyknowhow wrote:One thing I cannot stand about MT, is all the lag. In MC even when servers lag, you still get instant responses to items in your inventory. You don't have to wait 15 seconds for that iron to go into the furnace, or wait a minute since the signs you placed are still not editable. Frustrates me so much, I explode, and I have to build a house every monday. (just kidding)
Its still very frustrating to have to wait ages for stuff to happen, and have players "teleporting" around instead of walking.
Also I think there needs to be a better entity system, you know that time when you hit a mob, and keep hitting it, yet, it only took damage the first time? eg, *hit* -damage- *hit* *hit* *hit* *hit* *hit* *hit* -damage- *hit*... Very frustrating.
Evergreen wrote:Johnyknowhow wrote:One thing I cannot stand about MT, is all the lag. In MC even when servers lag, you still get instant responses to items in your inventory. You don't have to wait 15 seconds for that iron to go into the furnace, or wait a minute since the signs you placed are still not editable. Frustrates me so much, I explode, and I have to build a house every monday. (just kidding)
Its still very frustrating to have to wait ages for stuff to happen, and have players "teleporting" around instead of walking.
Also I think there needs to be a better entity system, you know that time when you hit a mob, and keep hitting it, yet, it only took damage the first time? eg, *hit* -damage- *hit* *hit* *hit* *hit* *hit* *hit* -damage- *hit*... Very frustrating.
The reason is that the movement of items in the inventory is handled server side. That means if the server is lagging, it makes it that way in the inventory too. It's more secure.
Inocudom wrote:celeron55 wrote:
Celeron55 posted this image in the Post Your Screenshots thread. It must mean something about Minetest's future.
Johnyknowhow wrote:One thing I cannot stand about MT, is all the lag. In MC even when servers lag, you still get instant responses to items in your inventory. You don't have to wait 15 seconds for that iron to go into the furnace, or wait a minute since the signs you placed are still not editable. Frustrates me so much, I explode, and I have to build a house every monday. (just kidding)
Johnyknowhow wrote:Also I think there needs to be a better entity system, you know that time when you hit a mob, and keep hitting it, yet, it only took damage the first time? eg, *hit* -damage- *hit* *hit* *hit* *hit* *hit* *hit* -damage- *hit*... Very frustrating.
Evergreen wrote:The reason is that the movement of items in the inventory is handled server side. That means if the server is lagging, it makes it that way in the inventory too. It's more secure.
Johnyknowhow wrote:In singleplayer I still get that laggy response. I'ts just not the same as MC.
Here, Minetest feels less laggy than Minecraft (when I played it).
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