This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on:
nothing, this is perfect already! /s
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
making sure players aren't spawning in the void in earlier levels;
addressing minor level layouting issues (e.g. yellow flowers are raised from the ground in level "Mid-Term", grass stems are raised from the vase above the giant tree stump in level "Garden");
fixing introduction text to level "Flowers" being printed as error in chat (only occurs in Minetest 5.5.0);
polishing player experience (e.g. maybe create a level where it rains and you are safe inside something, maybe add a node- based kid with a magnifying glass, maybe add a node- based ravenous lizard/ salamander which opens and closes its mouth as platforms).
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly...
Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!
I couldn't finish it... but what was playable was both a relaxing and easy experience. Honestly, the sound of the waves made this game more appealing while I was figuring out the solutions; I suppooose I didn't miss the lack of pirate tunes. The puzzles were mostly about learning how to use the screwdriver, so it gets educational points in this regard.
Like I said, level 10 is inaccessible, so I eagerly await the challenge that maybe lacked a bit in the previous levels. I wasn't able to see much once night came, so that's a problem.
Post- Jam development should focus on:
adding one missing mirror in level 9;
polishing player experience (e.g. adding a proper pirate- esque track is in order come on :) , make lasers emit light or add more lighting);
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements.
I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
I selected mapgen v7 if it's of any use.
The game crashes while playing, with this error:
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: "default:mossycobble" is not a registered node!
ACTION[Server]: singleplayer leaves game. List of players:
ACTION[Main]: Server: Shutting down
This minigame is a good example of what the jam was looking for, I believe.
I bet you could get better scores when playing with dedicated friends, since the gameplay is completely chance- based; this will really test your determination to reach the highscore.
I hope that gameplay will be kept just as simple as the current one in future releases, because it really makes it a special competitive experience.
Post- Jam development should focus on:
polishing player experience (e.g. change the background for all players when one reaches certain score milestones, represent player scores in the lobby space);
implementing a crude betting system to keep players engaged.
If you happen to enjoy making numbers grow bigger, Stella is the game for you.
Paramount requirement for this type of gameplay is the infinite inventory size; I also liked the hexagonal playing field, nice touch.
Having to swap tool to mine different resources isn't enough to keep me interested, though; it's a bit boring in the long run...
unless you are really all about clicker games! B)
It's a fresh direction for the engine, so let's see what the future holds!
Post- Jam development should focus on:
adding new systems for the collection of some resources (e.g. placeable explosives, feeding a creature for its byproduct, etc...);
polishing player experience (e.g. adding a soundtrack, fixing formspecs cutting out, maybe defining a better artstyle for some assets, maybe adding an ending).
This minigame, while suffering a bit from the creator's inexperience with game creation, proved challenging enough to keep me from quitting out of frustration.
The presentation is a bit simple, and the aisles could have used some variety; but having to complete the objective combined with keeping enemies at bay with your "butter knife" in the maze of shelving is fun, and only rarely was I swamped by zombies.
Post- Jam development should focus on:
disallowing cheating by climbing shelves with presents;
addressing issues with the mobs (i.e. pathfinding bugs and cheapshots between shelves);
polishing player experience (i.e. a better look for the mall, maybe adding a spooky/ holiday themed music, maybe small story elements);
The new update is here, and the mobs look fantastic! The mob_core base shows off how advanced (and very animal specific) the behaviors can be now. Seriously, it's amazing (I love the head tilt!).
It surely puts a standard for other mods to follow to grant an experience that won't bore you and will keep the player willing to interact more with their, now very much more alive, surroundings.
Ok, I'm glad you're still working to fix things, as I would really like to try this game out. Will let you know if the next release fixes things, cause it's still giving errors even from source.
Hi, I can't get the game to launch at all, here is the stacktrace:
WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: default:lamp
WARNING[Main]: Node 'light_source' value exceeds maximum, limiting to maximum: weather:lightsning
VERBOSE[Main]: Loading and running script from /home/hebought/Games/minetest/bin/../games/xaenvironment/mods/fire/init.lua
ERROR[Main]: ModError: Failed to load and run script from /home/Games/minetest/bin/../games/xaenvironment/mods/fire/init.lua:
ERROR[Main]: ...me/hebought/Games/minetest/bin/../games/xaenvironment/mods/fire/init.lua:57: '=' expected near 'continue'
ERROR[Main]: Check debug.txt for details.
INFO[Main]: Audio: Deinitializing...
INFO[Main]: Audio: Deinitialized.
ACTION[Main]: Server: Shutting down
With this mod it's possible to play in a world where the climate corresponds to the biome temperature, plus all the added features of mods using this API!
This mod can add a touch of realism to item selection and wielding, although it's maybe better suited for tools rather than any item because of their weight. I can think of many applications for it: RPGs, PVP servers, immersive singleplayer, etc...
Hi! I found this issue happens even when isolating Bonemeal and Algae. Here is the stacktrace:
ACTION[Server]: singleplayer uses bonemeal:bonemeal, pointing at [node under=-494,8,403 above=-494,9,403]
[Server]: decorations have no placer
ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'algae' in callback node_on_construct(): ...e/hebought/Games/minetest/bin/../mods/algae/init.lua:149: attempt to index local 'pointed_thing' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]: ...e/hebought/Games/minetest/bin/../mods/algae/init.lua:149: in function <...e/hebought/Games/minetest/bin/../mods/algae/init.lua:143>
ERROR[Main]: [C]: in function 'set_node'
ERROR[Main]: ...ebought/Games/minetest/bin/../mods/bonemeal/init.lua:298: in function 'check_soil'
ERROR[Main]: ...ebought/Games/minetest/bin/../mods/bonemeal/init.lua:454: in function 'on_use'
ERROR[Main]: ...ebought/Games/minetest/bin/../mods/bonemeal/init.lua:533: in function <...ebought/Games/minetest/bin/../mods/bonemeal/init.lua:515>
ACTION[Main]: Server: Shutting down
Apparently there is a chance to grow algae on soil, and whenever that happens, the world shuts down. I notified Bonemeal's dev too about this.
I'm playing Minetest 5.4.0-dev. Thank you for the stylish mod!
This exists now; you better take responsibility! xD I see what happened with the development of this game; luckily all that matters is the final presentation... Let's see: clear goals/ gameplay? Check, to have fun practicing on your boxy steed; epic tricks? Check; tight turns? Check, just press S while turning; interesting setting? Check, a beautiful city background; sick beats? Check, definitely.
Post- Jam development should focus on: nothing, this is perfect already! /s
A+ for the memes! B)
It's a simple 3d snake minigame port, good Game Jam target; the problem is that it could be implemented much better. I'm sorry to say, but the movement, coupled with the free- roaming camera, almost made me nauseous. I may be biased, as I'm not a fan of 3d snake in general, I guess; but if it's too much for me to play, I can't ignore that...
The simplicity is its main strength, as it has a solid foundation for impovements. It has in- file configuration options; nice to have nonetheless. The gameplay is solid, ofc, for players who want to challenge themselves (and their stomach) with this minigame. I'm looking forward to changes that will provide a smoother experience for players the most.
Post- Jam development should focus on:
polishing player experience (e.g. make movement less finnicky, make smoother camera movements when teleporting, allow the 3rd person camera to exit the arena boundaries to avoid blocking players' view);
consider turning it into an open- world game;
reshow formspecs if closed (it might be an engine bug);
allow changing settings in Minetest settings GUI.
Don't be discouraged, and keep improving it! :D
Post- Jam development should focus on:
making sure players aren't spawning in the void in earlier levels;
addressing minor level layouting issues (e.g. yellow flowers are raised from the ground in level "Mid-Term", grass stems are raised from the vase above the giant tree stump in level "Garden");
fixing introduction text to level "Flowers" being printed as error in chat (only occurs in Minetest 5.5.0);
polishing player experience (e.g. maybe create a level where it rains and you are safe inside something, maybe add a node- based kid with a magnifying glass, maybe add a node- based ravenous lizard/ salamander which opens and closes its mouth as platforms).
I don't think poor Minetest has ever seen such quality of texturing before. It even features mostly correct collisions for the stems and flowers! The creator really poured all their creativity in the making of this beautiful exploration minigame, and it shows; its simple, yet well layed out parkour gameplay allows you to look at all the nooks and crannies of the luscious landscape around you. Lets not forget about the soothing ragtime soundtrack, completely composed from scratch and even improvised, just for this Jam: the icing on the cake! If you can't figure out the obstacle in front of you, you are encouraged to attack it from another angle (or flower petal), an experience many exploration games fail to provide; if you are totally lost, just take a deep breath to calm yourself, use the neat level selection menu and go back to earlier levels. In fact, it managed to make me lust for those stars looming over the petals, just mocking the inability of the persevering, young ladybug to fly... Whatever you do, DON'T give up! The experience is totally worth the effort.
The biggest sin of this game was making me spawn in the air to fall in the void sometimes. A formspec was blank in one level. Like many of the other minigames, it showed some minor issues that I think don't hinder gameplay much, for example a few stems in some levels are shown floating above the ground or vases; but it's a game jam, what can you do? :|
Its calming vibe balances your frustration very well. Bravo!
I couldn't finish it... but what was playable was both a relaxing and easy experience. Honestly, the sound of the waves made this game more appealing while I was figuring out the solutions; I suppooose I didn't miss the lack of pirate tunes. The puzzles were mostly about learning how to use the screwdriver, so it gets educational points in this regard.
Like I said, level 10 is inaccessible, so I eagerly await the challenge that maybe lacked a bit in the previous levels. I wasn't able to see much once night came, so that's a problem.
Post- Jam development should focus on:
adding one missing mirror in level 9;
polishing player experience (e.g. adding a proper pirate- esque track is in order come on :) , make lasers emit light or add more lighting);
To be shown to younger sailor- engineers.
The presence of mobs of varying toughness leads you to scrounge for any tool at your disposal; I liked the rich assortment of items in the minigame, especially the small and big key items, which counter different enemy types! The dynamite throwing reminds me of the fun inmates in Fallout: New Vegas, too. Be careful not to get cornered in the tight corridors, some guards are real speedy!! Luckily, none of them seem to be carrying firearms.
This minigame is somewhat complex in its mob mechanics, and the ending is reachable, which is nice ofc; although, its WIP label is appropriate for most other game elements. I also encountered the same problems others have mentioned, with health bar not appearing and few consumables boxes spawning on first playthrough.
Post- Jam development should focus on:
implementing a proper ending (e.g. all the right corridors should eventually lead to a physical "finish zone", maybe add a boss fight :P);
polishing player experience (e.g. maybe implement a highscore system, maybe add a critical hits system where stunning enemies allows you to handcuff them);
adding some recurring POIs (e.g proper cells to free prisoners from with big and small keys, some world- building elements);
fixing bugs with mobs (e.g. friendly inmates getting too close and personal while also blocking movement).
It's an action- packed minigame, with cool mechanics on top.
I selected mapgen v7 if it's of any use. The game crashes while playing, with this error:
This minigame is a good example of what the jam was looking for, I believe. I bet you could get better scores when playing with dedicated friends, since the gameplay is completely chance- based; this will really test your determination to reach the highscore.
I hope that gameplay will be kept just as simple as the current one in future releases, because it really makes it a special competitive experience.
Post- Jam development should focus on:
polishing player experience (e.g. change the background for all players when one reaches certain score milestones, represent player scores in the lobby space);
implementing a crude betting system to keep players engaged.
Pretty self- contained, when trying to kill time.
Good luck dude!
If you happen to enjoy making numbers grow bigger, Stella is the game for you. Paramount requirement for this type of gameplay is the infinite inventory size; I also liked the hexagonal playing field, nice touch.
Having to swap tool to mine different resources isn't enough to keep me interested, though; it's a bit boring in the long run... unless you are really all about clicker games! B) It's a fresh direction for the engine, so let's see what the future holds!
Post- Jam development should focus on:
adding new systems for the collection of some resources (e.g. placeable explosives, feeding a creature for its byproduct, etc...);
polishing player experience (e.g. adding a soundtrack, fixing formspecs cutting out, maybe defining a better artstyle for some assets, maybe adding an ending).
A neat zen minigame
I found out enabling smooth lighting fixes most textures, but some tree trunks and terrain patches, and also all the mobs appear black, still.
This minigame, while suffering a bit from the creator's inexperience with game creation, proved challenging enough to keep me from quitting out of frustration.
The presentation is a bit simple, and the aisles could have used some variety; but having to complete the objective combined with keeping enemies at bay with your "butter knife" in the maze of shelving is fun, and only rarely was I swamped by zombies.
Post- Jam development should focus on:
disallowing cheating by climbing shelves with presents;
addressing issues with the mobs (i.e. pathfinding bugs and cheapshots between shelves);
polishing player experience (i.e. a better look for the mall, maybe adding a spooky/ holiday themed music, maybe small story elements);
Overall, a fair attempt for the Jam.
I love the models and the fact there's so much choice! Thanks for this mod
The new update is here, and the mobs look fantastic! The mob_core base shows off how advanced (and very animal specific) the behaviors can be now. Seriously, it's amazing (I love the head tilt!). It surely puts a standard for other mods to follow to grant an experience that won't bore you and will keep the player willing to interact more with their, now very much more alive, surroundings.
I use this daily in my worlds and it feels amazing, just like good old Min#craft! Can't thank you enough really. :D
I see, sorry. Yeah I had already filed it with mobcore.
mobcore leaves wildlife mobs stuck in place.
mobcore leaves wildlife mobs stuck in place.
I use this as my main texturepack now, I just love the 16x natural feel it gives!
Hi Just_Visiting, I'm glad the issue could be resolved, thank you. ^^
Ok, I'm glad you're still working to fix things, as I would really like to try this game out. Will let you know if the next release fixes things, cause it's still giving errors even from source.
Oh awesome!
Hi, I can't get the game to launch at all, here is the stacktrace:
I hope it helps! Cheers
With this mod it's possible to play in a world where the climate corresponds to the biome temperature, plus all the added features of mods using this API!
This mod can add a touch of realism to item selection and wielding, although it's maybe better suited for tools rather than any item because of their weight. I can think of many applications for it: RPGs, PVP servers, immersive singleplayer, etc...
Hi! I found this issue happens even when isolating Bonemeal and Algae. Here is the stacktrace:
Apparently there is a chance to grow algae on soil, and whenever that happens, the world shuts down. I notified Bonemeal's dev too about this. I'm playing Minetest 5.4.0-dev. Thank you for the stylish mod!
It's the perfect mod for people who like to settle near a beach or lake, with it's algaes as part of the environment too.
It would add immersion to a game.
The models look really nice, and the sounds are amazing. It makes for fun PVP with your friends in space!