[Game] Survival Story [0.0.4]

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Mantar
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Re: [Game] Survival Story [0.0.1]

by Mantar » Post

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.
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile

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ErrorNull
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Re: [Game] Survival Story [0.0.1]

by ErrorNull » Post

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.

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Re: [Game] Survival Story [0.0.1]

by ErrorNull » Post

Update!

Completed mechanic for consumable items. This includes consuming food, using first aid / medical items, and consuming liquids from containers.

vlcsnap-2024-11-07-10h55m39s7792.png
vlcsnap-2024-11-07-10h55m39s7792.png (207.43 KiB) Viewed 5017 times

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

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Re: [Game] Survival Story [0.0.1]

by ErrorNull » Post

Update!

Completed mechanic for item bundles.

vlcsnap-2024-11-15-10h35m47s293.png
vlcsnap-2024-11-15-10h35m47s293.png (254.48 KiB) Viewed 4685 times

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

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ErrorNull
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Re: [Game] Survival Story [0.0.1]

by ErrorNull » Post

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..

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Re: [Game] Survival Story [0.0.1]

by Blockhead » Post

ErrorNull wrote:
Thu Jan 09, 2025 12:23
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..
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.
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂

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Re: [Game] Survival Story [0.0.1]

by ErrorNull » Post

Blockhead wrote:
Thu Jan 09, 2025 16:57
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.
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].

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Re: [Game] Survival Story [0.0.2]

by ErrorNull » Post

Update!

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
There is currently not much "game" to the gameplay yet. This release is primarily to allow testing of the features currently implemented.

Instead, view the in-game "?" Help tab from the main inventory window to give you ideas on what features to try out.

screenshot_20250110_041301.png
screenshot_20250110_041301.png (106.89 KiB) Viewed 4250 times

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
Any comments and questions welcome, and especially any bugs you find. Thanks!

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Re: [Game] Survival Story [0.0.2]

by ErrorNull » Post

Update!

GitHub - v0.0.03 on GitHub page
Video update: https://www.youtube.com/watch?v=Hg2WqkkySNA

Changelog v0.0.3:
  • Added stat bars for Hygiene, Comfort, Sanity, and Happiness
  • Added ability to show or hide any stat bar (do so from Settings tab)
  • Added core functionality for Status Effects
  • Added core functionality for Biome Climate
  • Added Radiative temperature sources
  • Added basic water temperature mechanics
  • Status effects can be triggered by low stats
  • Status effects can be triggered by climate conditions
  • Added Status tab to view stat values, status effects, and thermal status
  • added Weather wand and Debug wand admin tools
  • added cook result description on all cookable items
  • added text colorization to some text notifications and tooltips
  • updated Help tab relating to latest features
  • updated code to reference 'Luanti' instead of Minetest
  • improved code that modifies player stats when items are used/consumed
  • improved code organization and interaction across lua files
  • fixed crafting recipe grid not updating when items dropped while viewing campfire or storage bag
  • fixed some item interaction while using the Bundle tab
  • fixed sound effects voiced by player avatar stacking/overlapping
  • fixed entity object used as player's wield item not removing when player dies
There is still not much "game" to the gameplay yet. Check out the in-game "?" Help tab from the main inventory window for ideas on what features to try out.

biome_status_effects.png
biome_status_effects.png (409.87 KiB) Viewed 3678 times
status_tab.png
status_tab.png (188.58 KiB) Viewed 3678 times

Main new features:

1) Additional stat bars for Hygiene, Comfort, Sanity, and Happiness. You can also control which stat bars to show or hide on-screen from the Settings tab.

2) Introduction of Status Effects. These trigger when stats get low and have several severity levels. Other status effects trigger from environmental factors like hot and cold temperatures.

3) Introduction of Biome Climate, where each biome has its own unique ranges for air and water temperatures, humidity, and wind. These factors determine the actual temperature you feel, which can then trigger status effect if it falls outside ideal ranges, like being 'cold', 'freezing', 'hot', 'sweltering', etc.

4) Addition of a Status tab where you can see the exact current and maximum values of all your stats, monitor any active status effects, and see your thermal status.


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.
  • Continue to experiment with the help of the admin tools in your inventory: the stats wand, item spawner, weather wand, and teleporter. While wielding it, hold down the Aux1 key and press the primary action button to activate it.
  • Since the biome climate impacts your well being now, throw down a campfire if you get too cold, jump into a lake if it's too hot, or just modify the weather with the weather wand.

Here are the features I'll be working on next..
  • Weather Protection - clothing and armor offer protection from hot and cold climates
  • Player Ailments - infections, dysentery, cold/flu
  • 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
Any comments and questions welcome, and especially any bugs you find. Thanks!

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Re: [Game] Survival Story [0.0.3]

by ErrorNull » Post

monthly progress report:

1) clothing and armor now influences the 'feels like' temperature. wearing more clothing tends to be beneficial in colder weather than in hot weather. wearing armor that is more form fitting like leather (not wood) tends to be more beneficial in colder weather.

2) added 'illness' status effect which is triggered by prolonged exposure to cold weather or being chronically sleep deprived ('alertness' stat always low). other triggers are planned. this illness stat effect starts off as a 'cold', then can progress to the 'flu', then most severe is 'pneumonia'. in addition to progressive negative impact to stamina, health, and movement ability, being ill also causes occasional sneezing and coughing, which is noisy. the level of your 'immunity' stat (in addition to other factors) determine how quickly you can naturally recover from illness.

3) added 'poison' status effect (think food poisoning) which is triggered by consuming bad things, like dirty/murky water, raw meats, poisonous plants, etc. this poison stat effect starts off as a 'stomach ache', then can progress to the 'nausea', then most severe is 'dysentery'. in addition to progressive negative impact to stamina, health, and movement ability, being poisoned also causes occasional vomiting - which causes further loss of food and hydration. the level of your 'immunity' stat (in addition to other factors) determine how quickly you can naturally recover from poison.

4) added leg injury status effects, which is triggered by jumping and falling. leg injuries start off as a 'sore leg', then can progress to a 'sprained leg', then most severe is a 'broken leg'. falling from 6 meters usually results in a sprain, while above 12 meters a break. using a splint or cast will speed up healing. meanwhile movement and jumping ability is reduced.

5) added ability to 'crawl' up onto a block. since a number of status effects reduce jumping height (like exhaustion, leg injury, weakness from illness or poison, etc), having several of these status effects stack will inevitably prevent you from jumping high enough to clear a normal 1 meter block. by pressing a keyboard combo, you can slowly crawl up onto the node in front of you.

pending for v0.0.4 update:

- hand injury status effects
- allow hand and feet armor to help prevent hand and leg injuries
- player skills that improve by repeated actions and also by skill points
- player traits/talents that are chosen at new game start

i want to get this done in next 30 days. realizing how much under-the-hood stuff is required to get this stuff coded. brain strain, but lots of fun.

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Re: [Game] Survival Story [0.0.4]

by ErrorNull » Post

Update!

GitHub - v0.0.04 on GitHub page
Video update: https://www.youtube.com/watch?v=Q7Hra0tIDbg

Changelog v0.0.4:
  • reduced resource requirements for string and a few other recipes
  • added ability from Settings tab to disable pop-up notifications by group type
  • added 'baseline value' mechanism
  • added visual marker on most stat bars to show the baseline value
  • thermal status section in Status tab now displays all factors that impact 'feels like' temperature
  • added ability for clothing and armor to offset 'feels like' temperature when on dry land or in water
  • added 'water temperature' equipment buff that offsets water temperature based on equipped clothing/armor
  • added 'sun protection' equipment buff that offsets solar radiation based on equipped clothing/armor
  • added 'electrical' equipment buff that offsets electrical damage based on equipped clothing/armor
  • added 'gas' equipment buff that offsets toxic gas damage based on equipped clothing/armor
  • added illness mechanism that triggers status effects with 'cold', 'flu', and 'pneumonia' severities
  • added sneezing and coughing effects that are occasionally triggered when ill
  • trigger illness from external factors like cold weather and lack of sleep (low alertness)
  • added poison mechanism that triggers status effects with 'stomach ache', 'nausea', and 'dysentery' severities
  • added vomiting effects that are occasionally triggered when poisoned
  • trigger poisoning from consuming raw or bad food or drinking unclean water
  • added leg condition mechanism that triggers status effects with 'sprained', and 'broken' severities
  • trigger leg injuries from running and jumping from high places
  • added hand condition mechanism that triggers status effects with 'sore', 'sprained', and 'broken'
  • trigger hand injuries from swinging heavy tools and punching hard objects with bare hands
  • added ability to splint or cast leg injuries for faster recovery
  • added ability to 'crawl' up 1 meter blocks if jumping is severely hindered due to injury, exhaustion, or carrying weight
  • ensured that wearing hand or foot protection like socks, shoes, and gloves, reduces those injuries
  • added wetness (skin moisture) mechanism that is activated by standing or submersion in water
  • alertness is increased when standing or submerged in water
  • added tooltips that describe negative impacts from status effects when hovering over their names in the Status tab
  • added Skills tab allowing use of earned skill points to improve player abilities including stat maximums, stat restore rates, stat drain rates, resistance to injury and illness, walking, running, and jumping
  • added more info display to debug wand
  • updated stats wand to modify the new stats like legs, hands, illness, poison, and wetness
  • more code refactoring and better code organization
  • lots of updates to Help tab
Still not much "game" to the gameplay yet. Check out the in-game "?" Help tab from the main inventory window for ideas on what features to try out.

vomiting_from_food_poisoning.png
vomiting_from_food_poisoning.png (669.82 KiB) Viewed 2911 times

Skill_Progression.png
Skill_Progression.png (309.96 KiB) Viewed 2911 times

Main new features:

1) Baseline value indicator on stat bars - shows the value to which the stat will naturally want to recover or drain toward

2) Status effects triggered by illness - cold temperatures and chronic sleepiness can cause a cold, which can escalate to the flu and pneumonia.

3) Status effects triggered by poison - consuming raw meats and unclean water can cause stomach aches, and can escalate to nausea and then dysentery.

4) Status effects triggered by hand condition - punching hard objects with bare hands and swinging heavy tools or weapons can cause soreness, and further sprains or bone breaks. gloves and skills improvements can help lessen the impact.

5) Status effects triggered by leg condition - running and jumping from high places can cause soreness, and further sprains or bone breaks. foot protection like socks and shoes as well as skills improvements can help lessen the impact.

6) Wetness mechanism - feel colder when wet, especially in cold biomes. quicken drying speed by removing clothing/armor or staying near a campfire, or both.

7) Skill progression system - use skill points to improve abilities across 8 different skill categories: strength, toughness, agility, endurance, immunity, intellect, digestion, and survival.

Here are a few tips and things to keep in mind:
  • Give yourself skill points in order to test the Skill progression by quickly leveling up with the Stats Wand.
  • 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.
  • Continue to experiment with the help of the admin tools in your inventory: the stats wand, item spawner, weather wand, and teleporter. While wielding it, hold down the Aux1 key and press the primary action button to activate it.
  • Since the biome climate impacts your well being now, throw down a campfire if you get too cold, jump into a lake if it's too hot, or just modify the weather with the weather wand.
Here are the features I'll be working on next..
  • rain and snow effects
  • ambient sounds for wind and rain
  • replace default biomes with apocalyptic style biomes
  • basic sleep mechanic
Any comments and questions welcome, and especially any bugs you find. Thanks!

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Re: [Game] Survival Story [0.0.4]

by kuboid » Post

testing it, and I'm impressed. Even without mobs, the world is challenging and keeps you busy. I like that progress is hard (but not too hard). I want to keep exploring the game.

Two things:
  • In help: special use of items is with Aux key, not sneak key (Help says to use sneak key)
  • No idea how to sleep. Help does not tell about sleeping, and I can't find "sleep tools" like a mat or a bed

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Re: [Game] Survival Story [0.0.4]

by Melkor » Post

Any Update? is a really good game!

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Re: [Game] Survival Story [0.0.4]

by CackoLinux333 » Post

This reminds me of Exile. Great work with the player animations, is there anyway to just get the models and animations to turn them into a mod to replace the original Sam player model in default minetest?

(By the way, love the survival, is there also a creative mode?)
-Cacko M.-

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Re: [Game] Survival Story [0.0.4]

by Midnight » Post

Hey buddy I really like ur game, it totally fits the theme of survival, tho can u add more items, like building blocks, furniture, like a,water purifier to give drinkable water

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Re: [Game] Survival Story [0.0.4]

by Melkor » Post

maybe we can collaborate somehow??? I can do models, but im a busy person

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Re: [Game] Survival Story [0.0.4]

by CackoLinux333 » Post

Melkor wrote:
Sat Nov 29, 2025 23:13
maybe we can collaborate somehow??? I can do models, but im a busy person
I can try, but I'm not very good at lua yet, trying to learn
-Cacko M.-

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Re: [Game] Survival Story [0.0.4]

by Midnight » Post

CackoLinux333 wrote:
Wed Dec 03, 2025 00:06
Melkor wrote:
Sat Nov 29, 2025 23:13
maybe we can collaborate somehow??? I can do models, but im a busy person
I can try, but I'm not very good at lua yet, trying to learn
U can try referring to minetest docs

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Re: [Game] Survival Story [0.0.4]

by ErrorNull » Post

hey guys. sorry for the abrupt stop in communication. i've been distracted with an unexpected detour since the last update. i am still working on the game until the day i die, but won't have game updates on here for a while, just to stay focused. once Survival Story is up to the point of playability i'm happy with, i'll let everyone know. have a nice holiday season. =)

@kuboid - there is no sleeping yet, but it's planned.

@CackoLinux333 - i spent lots of time on that model and proud of it myself. it was done from scratch and coded purely outside the 'Default' mod and without the builtin player api code. so it's tightly integrated with the survival story base code. with enough dedication and remaining hair, you might be able to extract the model as a mod and modularize it.

@Midnight - oh yes, all that stuff. it's planned. it's all in the plan.... just gonna take some time. >_<

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Re: [Game] Survival Story [0.0.4]

by Midnight » Post

ErrorNull wrote:
Sat Dec 06, 2025 23:38
hey guys. sorry for the abrupt stop in communication. i've been distracted with an unexpected detour since the last update. i am still working on the game until the day i die, but won't have game updates on here for a while, just to stay focused. once Survival Story is up to the point of playability i'm happy with, i'll let everyone know. have a nice holiday season. =)

@kuboid - there is no sleeping yet, but it's planned.

@CackoLinux333 - i spent lots of time on that model and proud of it myself. it was done from scratch and coded purely outside the 'Default' mod and without the builtin player api code. so it's tightly integrated with the survival story base code. with enough dedication and remaining hair, you might be able to extract the model as a mod and modularize it.

@Midnight - oh yes, all that stuff. it's planned. it's all in the plan.... just gonna take some time. >_<
Take ur time, meanwhile im kinda impressed with the model's, and figuring how to make glass, cuz I accidentally drank murky water lol

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Re: [Game] Survival Story [0.0.4]

by CackoLinux333 » Post

Midnight wrote:
Fri Dec 05, 2025 14:14
CackoLinux333 wrote:
Wed Dec 03, 2025 00:06
Melkor wrote:
Sat Nov 29, 2025 23:13
maybe we can collaborate somehow??? I can do models, but im a busy person
I can try, but I'm not very good at lua yet, trying to learn
U can try referring to minetest docs
That's where I've been learning from
-Cacko M.-

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Re: [Game] Survival Story [0.0.4]

by Midnight » Post

ok bruv

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Re: [Game] Survival Story [0.0.4]

by CackoLinux333 » Post

Midnight wrote:
Mon Dec 08, 2025 11:05
ok bruv
"bruv"? That's really how you address people? Wow.
-Cacko M.-

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