The atmosphere of Backrooms Test is best without any mobs. But once you've beaten the game, users can add mobs to the game using my mob_biome_mapper mod, and that takes the challenge of the game to a whole new level, especially because if they kill you it takes away your flashlight, and your "help if stuck" tool, and respawns you at the start of the level. You do everything you can to avoid monsters when you know that happens. You're constantly checking around all corners to make sure you don't get ambushed, and when you hear their footsteps or hear them growl nearby it adds an extra thrill to the game. But for that to work disabled_settings = enable_damage would need to be removed. Would you please consider removing it?
The main reason I haven't done this is because it opens things up for minetest's builtin functions to ruin the rest of the game. There are mostly ways around this, like overriding health to not decrease when falling, but it's just a lot of work.
I'll look into it though, might be able to just remove the hud element and override falldamage.
Health bar would never be added though, mods would have to do that, since it would ruin the base liminal experience which this game focuses on.
That would be awesome. Health bar not needed. Just want the thrill of the monsters being a real threat. When I removed the line disabled_settings = enable_damage the health bar did not appear. It did have fall damage, but again it's more thrilling to have to pay attention to what you are doing, especially when you are in the windy level where everything is blowing around and there are holes in the concrete floor that you have to worry about. It's much more fun when you actually have to pay attention and not fall into one of the holes in the partially constructed floor. Try playing it with fall damage. It's a blast on that level especially if you have to watch out for monsters at the same time.
On paper it makes sense, but when played, respawning ruins it for me. I find I'm inherently careful and fearful of heights regardless, though I wonder if others are
Did you try it with mobs_monsters, and animalia? It's intense being up so high with the wind blowing hard, and having threats. You could make it so when you die you have to find new flashlights, but when you respawn it automatically gives you "Use when Stuck" node. I have made it though all the levels after dying on the first level and not having the flashlight and use when stuck node for the entire game. It was an incredible challenge, but I did it. I felt a great sense of accoplishment when hitting rebirth. Especially with nasty monsters everywhere. I was afraid of the heights like I might get blown off or fall down an unpatched hole. Fun! Too bad you can't use the settingstype.txt field to let the player's decide what they want, but I'm not sure that can be done with enable_damage setting.
The atmosphere of Backrooms Test is best without any mobs. But once you've beaten the game, users can add mobs to the game using my mob_biome_mapper mod, and that takes the challenge of the game to a whole new level, especially because if they kill you it takes away your flashlight, and your "help if stuck" tool, and respawns you at the start of the level. You do everything you can to avoid monsters when you know that happens. You're constantly checking around all corners to make sure you don't get ambushed, and when you hear their footsteps or hear them growl nearby it adds an extra thrill to the game. But for that to work disabled_settings = enable_damage would need to be removed. Would you please consider removing it?
The main reason I haven't done this is because it opens things up for minetest's builtin functions to ruin the rest of the game. There are mostly ways around this, like overriding health to not decrease when falling, but it's just a lot of work.
I'll look into it though, might be able to just remove the hud element and override falldamage.
Health bar would never be added though, mods would have to do that, since it would ruin the base liminal experience which this game focuses on.
That would be awesome. Health bar not needed. Just want the thrill of the monsters being a real threat. When I removed the line disabled_settings = enable_damage the health bar did not appear. It did have fall damage, but again it's more thrilling to have to pay attention to what you are doing, especially when you are in the windy level where everything is blowing around and there are holes in the concrete floor that you have to worry about. It's much more fun when you actually have to pay attention and not fall into one of the holes in the partially constructed floor. Try playing it with fall damage. It's a blast on that level especially if you have to watch out for monsters at the same time.
On paper it makes sense, but when played, respawning ruins it for me. I find I'm inherently careful and fearful of heights regardless, though I wonder if others are
Did you try it with mobs_monsters, and animalia? It's intense being up so high with the wind blowing hard, and having threats. You could make it so when you die you have to find new flashlights, but when you respawn it automatically gives you "Use when Stuck" node. I have made it though all the levels after dying on the first level and not having the flashlight and use when stuck node for the entire game. It was an incredible challenge, but I did it. I felt a great sense of accoplishment when hitting rebirth. Especially with nasty monsters everywhere. I was afraid of the heights like I might get blown off or fall down an unpatched hole. Fun! Too bad you can't use the settingstype.txt field to let the player's decide what they want, but I'm not sure that can be done with enable_damage setting.
Should be added now. Falldamage is still off by default but you can do on mods loaded -->
To reenable the builtin falldamage if you like.
Currently the hud also doesn't display health, so that would need to be re-enabled too
Thanks for this! I'll look into your suggestion for fall damage.