Thank you Wuzzy for your feedback!
And for your helpful mods :)
This game is very WIP... it's more of a playground than anything usable at the moment. I didn't even intended to release it yet but thought it would be nice to communicate to the forum. Maybe someone finds it nice to wander around it, even if repetitive.
Wuzzy wrote:I was already refactoring a lot the playereffects mod beyond recognition
Do you want to say what you changed? Is there any chance your changes are also useful upstream?
My modification of playereffect is not really very stable yet either. But it goes in the direction of wanting to store more things in addition to the effects.
I notice that in minetest, every single time you want to add something to the player state you need to manage your own way to store it on disk to make it persistent. My plan is to use the modified playereffect mod to store everything. Including things like stats, spawnpoints, maybe experience level, or any per-player setting in a centralized place, without having to worry every time about saving it on shutdown or periodic saving to avoid losing data on crashes.
Also, I changed the API to make it more similar to minetest.register_node(name,def), I find it hard to remember the order of the arguments in a function when there are more than 4, so named properties in a table are much more friendly.
Also I would like to apply effects to mobs as well (things like poison, for an obvious example), so it would be not so much about "player-" anymore as well.
But like I said, still very alpha. I don't think it should be merged anywhere at the moment.
- Scrolls of irrigation are never used up.
Thanks. Fixed, it was happening for immolation as well.
- Scroll of immolation has no image.
Probably because I'm at the moment on a Windows machine.. case-sensitivity issue. I'll check it when I can get into my linux machine.
EDIT: I'm in Linux and I still can see the image for the scroll of immolation. :S
- Signs have no text
- Many chests can't be opened but aren't traps either
This was the case of the most earliest version of Dungeontest (lazy room design and worried more with the mapgen).
If you see a sign or a chest without metadata in the current version let me know about it.
But I plan on changing chests to have random content, so the current ones are just placeholder. I will have to redo all the rooms with chests when I add this, so I didn't care to be very imaginative or balanced with their content.
- TNT can cause blocks to drop collectalbe blocks
There's only one place that has TNT and this was fixed also long ago (the chests are tnt immune now), if you can be more specific which block is giving problems tell me.
I don't want to make the whole place completely invulnerable, though.
- A few blocks can be taken but if “feels” they shouldn't
I know. Yesterday I disabled a bunch of things in default from being "oddly_craftable_by_hand".
I'm not doing a lot of playtesting at the moment (basically none) because there's too much to do before I can start balancing the gameplay.
- Mobs drop useless (?) items
Current mobs are quick placeholders, basically unmodified from their respective mods_redo version. I have intention on developing more the mobs, add more and make them more suitable for the dungeon, along with their drops. But that would take some time. I also have to improve the spawners first (I just did some work in that direction this morning).
- You can enable minimap/radar to cheat (it is possible to disable it with the player HUD flags)
Thanks, good to know. Though not sure how much can you cheat with it, it mostly shows just squares.
- Unified inventory feels very wrong and bloated for this game: You can set the time of day, bags are available but don't seem to be used
Yes, I want to change the inventory from normal players (I also want a 2x2 craft grid instead of 3x3), but keep the creative inventory from unified inventory (helps a lot when creating rooms).
- Disable building blocks: Means you must also prevent the player to be able to collect blocks. Easiest way would be to set - the “drop” of each block to empty
- No crafting, please: It doesn't seem it really belongs into this game
- Items which the player won't need should not be collectable
Yes, those are the plans.
- The dungeon feels very repetive after a while
- I am not sure if the grid-based “dungeon cell” approach is that good. So you have a fixed set of pre-defined rooms. This approach is doomed to be repetitive soon, even with 100 different rooms. As soon as the player has discovered all these pre-defined rooms, it gets repetitive.
- Maybe it would improve the dungeon a bit if you introduce dynamic rooms, that is, rooms for which their structure is dynamically created. I.e. there could be a lava pit room where the “stepping stones” are placed randomly. This could reduce the repetitiveness of the game.
The schematic format from minetest actually allows for blocks to have a chance to not be replaced.
I had the intention to use this for more random "stepping stones" and "block maze" kind of rooms.
I still think the "dungeon cell" can work. There are successful roguelikes that follow similar principles. And the idea of people being able to create their own rooms seems very suitable for a building-blocks game like Minetest. The thing is that I need to add more elements that add additional randomness to each room. The chests, for example, should be more random. And for now there's only a handful of rooms of each type. I didn't fully start concentrating on making rooms because there are other things pending to be done.
And there should be some progression when advancing levels. Right now there's no motivation at all to go down the dungeon. This is still very experimental.
- Throw away unneeded default stuff
Not just default... I need to do a lot of cleaning, but at this phase I'm still deciding what do I exactly want to have and what not. For some things, though, I just didn't get around to do it yet.
- Empty room with a large spike pit (pit is directly behind the door, hrhrhr)
I have added a room that follows a similar this principle (enter a room in game and type in the terminal: " /load 1/phantompit " ), it might look like a normal corridor, but just try to walk it
- Themed rooms (featuring other kinds of stone, not only default stone)
I had the intention on making whole themed levels.
Like.. something around level 3, for example, I could make the dungeon change the blocktype used in walls and floors (very easy since there's a replacer option in place_schematic), also a different set of rooms and so.
I might also add some special levels where you actually have to mine your way with a pickaxe. Maybe a goblin city.. a level that resembles some sort of hell. One that feels more like caves.. just like there are dungeon branches in traditional roguelikes.
There are a lot of ideas that I would like to take from roguelikes. Also things like shopkeepers inside the dungeon that you can trade with.
- Rare “boss” rooms with 1 strong monster (i.e. big lava slime)
Planned. But I have to work more on the mobs for that.
Thank you for sharing your room ideas :)
Btw, if you or anyone wants to make some rooms ask me if you guys need help (there are
some rought instructions in github) and I'd be more than happy to include them!