There was an attempt at implementing it here: https://github.com/minetest/minetest/pull/13046
but the author passed away, and it's now in limbo awaiting somebody to adopt it.
[Game] Survival Story [0.0.2]
Re: [Game] Survival Story [0.0.1]
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
- ErrorNull
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Re: [Game] Survival Story [0.0.1]
very interesting. so if i'm reading this right, SSCSM are mods that are installed on the server, but then is pushed to the client to execute locally.. providing benefits of client side mods (rending game effects locally) while also making installation easy like any server side mod. that would be awesome. hopefully we can have some more smart ppl try to push forward with it. but it appears it may take a while before SSCSM is ready, so i'll continue to explore how using CSMs will help my game for now.
- ErrorNull
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Re: [Game] Survival Story [0.0.1]
Update!
Completed mechanic for consumable items. This includes consuming food, using first aid / medical items, and consuming liquids from containers.
A feature of these consumables is that some can be consumed multiple times before it is 'used up' and removed from the inventory. For example, you can take 5 bites of an apple before the item is gone. Or, use a roll of first aid bandages 3 times before it's used up.
Another feature is that containers with consumable items (like a jar with boiled water) have a 'condition' property, which is decreased each time the contents of the container is cooked up. For example, the condition of the jar will degrade each time its contents is cooked from murky water into boiled water, or cooked from boiled water to an empty jar. Once the condition reaches zero, the glass container breaks apart into scrap glass. Wooden containers will degrade into wood scraps.
Next Tasks:
- Item Bundling
- Upload code to Github !!
any comments or questions welcome!
video demo of consumable items (12 min)
https://www.youtube.com/watch?v=ToieWx0v_LY
Completed mechanic for consumable items. This includes consuming food, using first aid / medical items, and consuming liquids from containers.
A feature of these consumables is that some can be consumed multiple times before it is 'used up' and removed from the inventory. For example, you can take 5 bites of an apple before the item is gone. Or, use a roll of first aid bandages 3 times before it's used up.
Another feature is that containers with consumable items (like a jar with boiled water) have a 'condition' property, which is decreased each time the contents of the container is cooked up. For example, the condition of the jar will degrade each time its contents is cooked from murky water into boiled water, or cooked from boiled water to an empty jar. Once the condition reaches zero, the glass container breaks apart into scrap glass. Wooden containers will degrade into wood scraps.
Next Tasks:
- Item Bundling
- Upload code to Github !!
any comments or questions welcome!
video demo of consumable items (12 min)
https://www.youtube.com/watch?v=ToieWx0v_LY
- ErrorNull
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- Posts: 299
- Joined: Thu Mar 03, 2016 00:43
- GitHub: ErrorNull0
Re: [Game] Survival Story [0.0.1]
Update!
Completed mechanic for item bundles.
Most items in survival and crafting games, such as this one, allow you to stack identical items together, like stones, wood, sticks, etc. However, there are items like tools, weapons, armor, and consumables that maintain internal properties like wear, uses remaining, cooking progress, etc., which prevent them from being stackable.
In my game, most items will possess these internal properties. As players accumulate these items, they will quickly overwhelm available inventory slots due to the items not being stackable.
By using the "Bundle" tab, players can bundle similar (but unstackable) items into a bundle and reclaim those inventory slots.
While the items are bundled, they cannot be used in the normal manner: clothing and armor cannot be equipped, food cannot be eaten, medical items cannot be used, and the effectiveness of weapons and tools (attack strength, hit cooldowns, dig speed, etc.) is drastically reduced.
Bundled items can be thrown into the fuel slot of a campfire, which is convenient if you have a bunch of worn tools, weapons, armor, etc. Then, you won’t need to feed that campfire those items one by one.
Next Tasks:
- a bit of misc code clean up
- decide on license details
- upload to github
any comments or questions welcome!
video demo of item bundles (13 min)
https://www.youtube.com/watch?v=9VwZPr3Zfvs
Completed mechanic for item bundles.
Most items in survival and crafting games, such as this one, allow you to stack identical items together, like stones, wood, sticks, etc. However, there are items like tools, weapons, armor, and consumables that maintain internal properties like wear, uses remaining, cooking progress, etc., which prevent them from being stackable.
In my game, most items will possess these internal properties. As players accumulate these items, they will quickly overwhelm available inventory slots due to the items not being stackable.
By using the "Bundle" tab, players can bundle similar (but unstackable) items into a bundle and reclaim those inventory slots.
While the items are bundled, they cannot be used in the normal manner: clothing and armor cannot be equipped, food cannot be eaten, medical items cannot be used, and the effectiveness of weapons and tools (attack strength, hit cooldowns, dig speed, etc.) is drastically reduced.
Bundled items can be thrown into the fuel slot of a campfire, which is convenient if you have a bunch of worn tools, weapons, armor, etc. Then, you won’t need to feed that campfire those items one by one.
Next Tasks:
- a bit of misc code clean up
- decide on license details
- upload to github
any comments or questions welcome!
video demo of item bundles (13 min)
https://www.youtube.com/watch?v=9VwZPr3Zfvs
- ErrorNull
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- GitHub: ErrorNull0
Re: [Game] Survival Story [0.0.1]
Code hosting site suggestions?
I'm ready to upload my code. My initial plan was on github, but i know there are other code hosters our there that may be better for open source things.
anyone have suggestions? i'm not particular to any specific site. Just want to use what majority of you guys prefer..
I'm ready to upload my code. My initial plan was on github, but i know there are other code hosters our there that may be better for open source things.
anyone have suggestions? i'm not particular to any specific site. Just want to use what majority of you guys prefer..
- Blockhead
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Re: [Game] Survival Story [0.0.1]
Codeberg is a good option these days, run by a non-profit, and includes CI. GitLab is kind of a little bit better than GitHub by some measures, including their generous open source program - but both the 'Hub and the 'Lab are proprietary. NotABug was popular but should be avoided now, it is/was going downhill, with bad uptime.ErrorNull wrote: ↑Thu Jan 09, 2025 12:23Code hosting site suggestions?
I'm ready to upload my code. My initial plan was on github, but i know there are other code hosters our there that may be better for open source things.
anyone have suggestions? i'm not particular to any specific site. Just want to use what majority of you guys prefer..
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
- ErrorNull
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Re: [Game] Survival Story [0.0.1]
thanks for your guidance on that. i like codeberg and will be keeping an eye on it, but will be using github for now since it has more visibility, and i've noticed some tools i want to try with github soon that i found codeberg doesn't have [yet].Blockhead wrote: ↑Thu Jan 09, 2025 16:57Codeberg is a good option these days, run by a non-profit, and includes CI. GitLab is kind of a little bit better than GitHub by some measures, including their generous open source program - but both the 'Hub and the 'Lab are proprietary. NotABug was popular but should be avoided now, it is/was going downhill, with bad uptime.
- ErrorNull
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Re: [Game] Survival Story [0.0.2]
Update!
And code on GitHub - v0.0.02 on GitHub page
Changelog v0.0.2:
Instead, view the in-game "?" Help tab from the main inventory window to give you ideas on what features to try out.
Here are a few tips and things to keep in mind:
Here are the features I'll be working on next..
And code on GitHub - v0.0.02 on GitHub page
Changelog v0.0.2:
- pressing right mouse button while wielding a consumable item temporarily displays its remaining use count
- added custom drop items for clay, ice block, kelp, corals, cactus, and papyrus
- added item spawner admin tool
- added basic teleport admin tool
- cooldown hud image displays when performing actions like eating, drinking, and using items
- added item pickup and inventory action sound effects that are unique to each item type
- added custom swinging (hit miss) sound effects for all item types
- added more custom tool break sound effects
- ensured all items have custom pointing ranges
- added a Help tab with topics covering the custom game mechanics
- added an About tab
Instead, view the in-game "?" Help tab from the main inventory window to give you ideas on what features to try out.
Here are a few tips and things to keep in mind:
- Create a new map with mapgen v7 with seed 666 or 777 which results in a good play area to test with.
- This game was designed for screen resolution of at least 1600 pixel width and 1080 pixel height. This is to accommodate the custom inventory window.
- Upon spawning into the world, the Player Setup window pops up. Customize your avatar and press Done when complete.
- For keyboard input control, it is recommended to set Aux1 to Left SHIFT, Sneak to Left Ctrl, and Inventory to TAB.
- For testing purposes, you start with three admin tools in your inventory: the stats wand, item spawner, and teleporter. While wielding it, hold down the Aux1 key and press the primary action button to activate it.
- The stats wand allows you to manually manipulate any of your player stats - health, thirst, hunger, immunity, or sanity.
- The item spawner allows you to spawn at your feet any of the custom made items in the game, as well as a few of the default items for testing.
- The teleporter allows you to quickly teleport 100 meters ahead of you or toward either side.
Here are the features I'll be working on next..
- Item Scrapping - break down items to its base materials
- Basic Weather - Temperature and humidity effects on player
- Game Animals - birds, boar, deer, wolf
- Hostile Creatures - zombies or maybe something else...
- Player Illnesses - cold, infection, dysentery, heat stroke, hypothermia
- Player Injuries - bleeding, fractures, concussion
- Player Skills - improving skills like sprinting, jumping, stamina, and health with earned skill points
- Player Traits - positive or negative traits chosen during player setup that permanently impacts gameplay