Any time you want to provide unlockable skins as a reward,
collectible skins is the best mod available.
It comes with a tool that opens a menu for choosing a skin.
You can unlocks skins for players with a command (to be set up in commandblocks) or using an api call (for code-defined rewards)
It has a sleek UI and supports teasing players with rewards they have not yet unlocked.
All skins, their data, and their media are defined in the world folder, which is ideal for server managers.
It is great for minigame servers or for servers with in-world secrets.
With an add-on for inventory access, it would be great in survival as well.
You do realize minetest 5.8.0 has nothing to do with minetest_game, whinch is in feature freeze and will never recieve new content. If you like this biome, fork minetest game and add it yourself. You can even make an entire game built on any base game you like.
hm. Maybe, the temperature should be given as a graphic representation in the HUD, and the exact value given by the temp probe becomes useful for more technical applications which require fine temperature control/measurement
How about: you don't let it flow at all...
on collection, you do a recursive removal of all portal nodes connected to each other.
on placement, you do a schematic placement
If it just places a single end portal node, I suggest as an improvement that collecting the portal sucks up the entire portal, and placing it hollows out a depression for the portal, and places the entire portal.
here's another: A dark forest at night, giant twisted trees forming a thick canopy overhead, small pools of water surrounded by reeds on the forest floor, lightning bug entities that slowly drift around and flash, using a basic lightning bug flashing algorithm (which produces waves of flashes after a short period, its a low-overhead emergent pattern)
Soft forest noises... and occasional eyes in the distant darkness that blink and disappear when you look directly at them. Whispering in the night if you stand still long enough...
a grassy prairie, with run-down sheds scattered rarely, and always, low-hanging, angry, dark clouds. Lightning in the distance. Howling wind interspersed with calm lulls
a parking garage
utter blackness made with pitch-black nodes, utter whiteness with pure-white nodes
the spaces remind you of dreams you had as a kid of endless hallways and locker rooms that went on and on. there is already enough variety to keep you entertained for a while.
Glitch is fun to play: there are skills to unlock, electrons to collect, and secrets to find. The story is not tacked on but integrated into the game. It is compelling, starting with a cutscene that eases the player into the narrative. The levels are well-designed, with easy-to-reach electrons and hidden ones that give you a dopamine rush when you discover them. Finally, the game does not expect one to collect every single electron; it is easy enough to collect all you need to enter the endgame without too much effort. Without giving spoilers, I will say that the endgame is a great addition to the story and is very satisfying. Its levels are slightly frustrating, but that can be expected on a final level-set.
Thank you for this game, it deserves the First prize!
The misleading section on level 5 was purposeful, its part of the puzzle. Maybe that's not the best idea on the same level that introduces those blocks.
One thing that I think would really help this game is a self-writing journal, where jounral entries get unlocked as the player enters certain areas or does certain things. It should be written in first person. reading the entries can give clues for what to do next. Another thing: why does the player want to enter the house to begin with? I would answer that by making it rain and thunder in the first scene, the player enters the house to get shelter. Then the journal entry pops up and says 'This is a strange old house. I wonder what is down that hall in the back', hinting that they should go that way, as an example of how to use the journal.
ok, so if it needs more scenery, or something more anyhow, what could it theoretically have that would not ruin the liminal space effect? Not a rhetorical question, if you have any ideas, I'd like to hear them.
for suggestions:
-new sections of the ship
-a schematic-based mapgen.
-let collectibles be broken very quickly
-create new mechanics other than the default 'break stuff, get stuff, use items'... make items that do interesting things, nodes that you can interact with in some new way, enemies that surprise you with some new attack.
-more than one type of enemy
Just a note: The names of the levels and the shape of the levels are something like scenery; they are a reward for completing the previous one. I realize that that might not be enough for some players, and that is ok. If you have specific suggestions, I'd consider them, but I do intend to keep the theme simple. As someone else stated, there is a heavy atmosphere in the game. As he also said, perhaps scenery might be beneficial to distract from that oppressive atmosphere.
But then again, maybe the atmosphere is part of the experience. The vastness and the bleakness of space , the smallness of everything else, and the unforgiving nature of making a mistake in space are all themes that are conveyed in the experience. If you distract from that you might ruin the effect. IDK
I will not be adding items or scenery. This is a minimal puzzle game. The mechanic is simple. Slide until you are stopped. The graphics are elegant (IMO) and simple. White blocks. White particles that help you aim. Simple title blocks. That's it. The goal of this game is not to present amazing graphics, but to give the player a puzzle that seems simple but can be very difficult. Any further updates will include more levels or perhaps a few more simple mechanics, probably involving static, white blocks.
A single word to describe the game: "understated". That is intentional.
Any time you want to provide unlockable skins as a reward, collectible skins is the best mod available.
It comes with a tool that opens a menu for choosing a skin. You can unlocks skins for players with a command (to be set up in commandblocks) or using an api call (for code-defined rewards)
It has a sleek UI and supports teasing players with rewards they have not yet unlocked. All skins, their data, and their media are defined in the world folder, which is ideal for server managers.
It is great for minigame servers or for servers with in-world secrets.
With an add-on for inventory access, it would be great in survival as well.
That's a bug in biomegen
Bump for screenshot, @chmodsayshello
a spellcheck for ya
You do realize minetest 5.8.0 has nothing to do with minetest_game, whinch is in feature freeze and will never recieve new content. If you like this biome, fork minetest game and add it yourself. You can even make an entire game built on any base game you like.
hm. Maybe, the temperature should be given as a graphic representation in the HUD, and the exact value given by the temp probe becomes useful for more technical applications which require fine temperature control/measurement
Personally, I find it helps to aim at the place you predict the player will be in a half second (or how ever much it's lagging.
When we have multithread lua mapgen in 5.8, this will be faster/more playable.
Also, feel free to open up the code and adjust the mandelbrot parameters
They probably take longer due to lag
How about: you don't let it flow at all... on collection, you do a recursive removal of all portal nodes connected to each other. on placement, you do a schematic placement
IDK, I was thinking just the liquid, but thats really just game design.
If it just places a single end portal node, I suggest as an improvement that collecting the portal sucks up the entire portal, and placing it hollows out a depression for the portal, and places the entire portal.
there is definately sound and ambience. check your settings and volume.
rows of tall crops (corn or grape)
A cave
sewers
a deserted interstate highway going through country
a run-down city
a hall with doorways that you pass through, that slide open as you approach and slide back as you leave.
laboratory
a prison corridor
empty school
factory (with catwalks)
abandoned construction site
An endless vintage hotel
An airplane ... full of people ... who silently turn and look at you as you pass... and it just goes on and on, cabin after cabin.
A beach with crashing waves (entities?) that stretches on forever. Thick forest (maybe the forest above?) on one side, raging waters on the other.
A vintage phsyciatric hospital
The spaceship from Alien
here's another: A dark forest at night, giant twisted trees forming a thick canopy overhead, small pools of water surrounded by reeds on the forest floor, lightning bug entities that slowly drift around and flash, using a basic lightning bug flashing algorithm (which produces waves of flashes after a short period, its a low-overhead emergent pattern)
Soft forest noises... and occasional eyes in the distant darkness that blink and disappear when you look directly at them. Whispering in the night if you stand still long enough...
the spaces remind you of dreams you had as a kid of endless hallways and locker rooms that went on and on. there is already enough variety to keep you entertained for a while.
also, just use a newer version that is supported.
Done :)
sigh. Ok.
Im not putting any screenshots as this is just a library; it doesnt actually do anything.
Yeah, the server host is down today. I'm trying to contact them and get things running again. Worst case, the server will move.
I don't feel like making another git account right now, just for a suggestion, so here goes:
Reserve aux1 for powerslide. Let jumping (on springs) be only the jump key.
Glitch is fun to play: there are skills to unlock, electrons to collect, and secrets to find. The story is not tacked on but integrated into the game. It is compelling, starting with a cutscene that eases the player into the narrative. The levels are well-designed, with easy-to-reach electrons and hidden ones that give you a dopamine rush when you discover them. Finally, the game does not expect one to collect every single electron; it is easy enough to collect all you need to enter the endgame without too much effort. Without giving spoilers, I will say that the endgame is a great addition to the story and is very satisfying. Its levels are slightly frustrating, but that can be expected on a final level-set.
Thank you for this game, it deserves the First prize!
The misleading section on level 5 was purposeful, its part of the puzzle. Maybe that's not the best idea on the same level that introduces those blocks.
I'm currently close to 300 electrons, no lag for me. I have closed the game a few times though.
One thing that I think would really help this game is a self-writing journal, where jounral entries get unlocked as the player enters certain areas or does certain things. It should be written in first person. reading the entries can give clues for what to do next. Another thing: why does the player want to enter the house to begin with? I would answer that by making it rain and thunder in the first scene, the player enters the house to get shelter. Then the journal entry pops up and says 'This is a strange old house. I wonder what is down that hall in the back', hinting that they should go that way, as an example of how to use the journal.
asteroids flying by might actually work. its worth trying.
ok, so if it needs more scenery, or something more anyhow, what could it theoretically have that would not ruin the liminal space effect? Not a rhetorical question, if you have any ideas, I'd like to hear them.
thank you! you 'got' the game :)
for suggestions: -new sections of the ship -a schematic-based mapgen. -let collectibles be broken very quickly -create new mechanics other than the default 'break stuff, get stuff, use items'... make items that do interesting things, nodes that you can interact with in some new way, enemies that surprise you with some new attack. -more than one type of enemy
Just a note: The names of the levels and the shape of the levels are something like scenery; they are a reward for completing the previous one. I realize that that might not be enough for some players, and that is ok. If you have specific suggestions, I'd consider them, but I do intend to keep the theme simple. As someone else stated, there is a heavy atmosphere in the game. As he also said, perhaps scenery might be beneficial to distract from that oppressive atmosphere. But then again, maybe the atmosphere is part of the experience. The vastness and the bleakness of space , the smallness of everything else, and the unforgiving nature of making a mistake in space are all themes that are conveyed in the experience. If you distract from that you might ruin the effect. IDK
First, Thank you for playing/reviewing!
I will not be adding items or scenery. This is a minimal puzzle game. The mechanic is simple. Slide until you are stopped. The graphics are elegant (IMO) and simple. White blocks. White particles that help you aim. Simple title blocks. That's it. The goal of this game is not to present amazing graphics, but to give the player a puzzle that seems simple but can be very difficult. Any further updates will include more levels or perhaps a few more simple mechanics, probably involving static, white blocks.
A single word to describe the game: "understated". That is intentional.
better wait for clarification
Instead, you will want to give instructions in the contentdatabase description for how to fix the issue. What files to change, what lines, etc.