Game Ideas/Requests here
- Eris
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Re: Game Ideas/Requests here
Patrick65 suggested One Hour One Life, and I have a similar idea, here goes:
you are the (last generation/ an important group) of your (primitive/ sentient/ animal-like) species;
the world as you know it will be (destroyed/ radically changed) by a calamity of some kind very soon (could be irl hours, a day, week or even month).
(as local tradition wants/ unknowingly), your group has settled near an indestructible, (ineffable obelisk/ incredibly ancient artifact) that has melded with the world (maybe at the spawn?);
with the power of which, time will be set back (once for each time warp, only after Doomsday ;) ) at the start of the server, with everything else getting reset except for the structure and that (a chosen one among you/ a group of you) will essentially retain the "value" they gained in this last period of their life.
By value, I mean a type chosen at random, after the cataclism, by the (forces/ divinity) that came to your aid because of the structure: could be any cool statistic measurable in-game, dunno, and quotas could be added that, if not fulfilled, will grant none of you benefits for the next jump in time (which, again, could be any cool advantage like being immortal etc.).
The core of the game would be trying to keep up with the (rapidly changing planet temperature/ ever more numerous cosmic invaders/ global nuclear winter/ ...) conditions, while also competing to get to be the one reaping the benefits of transcending!
... Can you tell I really love meta-gameplay???
you are the (last generation/ an important group) of your (primitive/ sentient/ animal-like) species;
the world as you know it will be (destroyed/ radically changed) by a calamity of some kind very soon (could be irl hours, a day, week or even month).
(as local tradition wants/ unknowingly), your group has settled near an indestructible, (ineffable obelisk/ incredibly ancient artifact) that has melded with the world (maybe at the spawn?);
with the power of which, time will be set back (once for each time warp, only after Doomsday ;) ) at the start of the server, with everything else getting reset except for the structure and that (a chosen one among you/ a group of you) will essentially retain the "value" they gained in this last period of their life.
By value, I mean a type chosen at random, after the cataclism, by the (forces/ divinity) that came to your aid because of the structure: could be any cool statistic measurable in-game, dunno, and quotas could be added that, if not fulfilled, will grant none of you benefits for the next jump in time (which, again, could be any cool advantage like being immortal etc.).
The core of the game would be trying to keep up with the (rapidly changing planet temperature/ ever more numerous cosmic invaders/ global nuclear winter/ ...) conditions, while also competing to get to be the one reaping the benefits of transcending!
... Can you tell I really love meta-gameplay???
Jump in the caac
- enbylvania
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Re: Game Ideas/Requests here
I don't know if this is possible in the Minetest Engine, I just got the game yesterday and I don't know programming. I have no expectation anyone will actually make this because it's a lot of work.
A gameplay based on small nodes. Nodes are 0.008 cubic metres Blocks are a coordinate/aesthetic system of grouping 25 nodes together to make meshed textures and find coordinates in the world. Players are 8 nodes tall and, not including arms, 2 nodes wide. The standard tree trunk, at the middle of the tree's height, would be 3 nodes wide. When mining or chopping wood, one is striking a single node at a time. No more half-standard size nodes - every placed object has a hitbox at least the size of a standard node. Some things, like stairs, would be essentially special arrangements of nodes rather than their own unique nodes. Players can jump 2 nodes high unaided.
It would have most of the features Minecraft had back in version 1.8 + some of the features of Millenaire + bronze, brass, arsenical bronze, copper, steel, fermentation mod + a lot of Better Than Wolves content
(if anyone's interested I can go into more detail about what things I want in it vs what I don't want)
A gameplay based on small nodes. Nodes are 0.008 cubic metres Blocks are a coordinate/aesthetic system of grouping 25 nodes together to make meshed textures and find coordinates in the world. Players are 8 nodes tall and, not including arms, 2 nodes wide. The standard tree trunk, at the middle of the tree's height, would be 3 nodes wide. When mining or chopping wood, one is striking a single node at a time. No more half-standard size nodes - every placed object has a hitbox at least the size of a standard node. Some things, like stairs, would be essentially special arrangements of nodes rather than their own unique nodes. Players can jump 2 nodes high unaided.
It would have most of the features Minecraft had back in version 1.8 + some of the features of Millenaire + bronze, brass, arsenical bronze, copper, steel, fermentation mod + a lot of Better Than Wolves content
(if anyone's interested I can go into more detail about what things I want in it vs what I don't want)
Re: Game Ideas/Requests here
if i remember correctly, it is possible to resize the player. adjusting walking speed and jump height is definitely possible. then you'd just have to remove mesh nodes so that everything has to be made out of full blocks. doors , chests and beds can probably be upscaled like the player, but beyond that it gets complicated.enbylvania wrote: ↑Mon Feb 27, 2023 18:21I don't know if this is possible in the Minetest Engine, I just got the game yesterday and I don't know programming. I have no expectation anyone will actually make this because it's a lot of work.
A gameplay based on small nodes. Nodes are 0.008 cubic metres Blocks are a coordinate/aesthetic system of grouping 25 nodes together to make meshed textures and find coordinates in the world. Players are 8 nodes tall and, not including arms, 2 nodes wide. The standard tree trunk, at the middle of the tree's height, would be 3 nodes wide. When mining or chopping wood, one is striking a single node at a time. No more half-standard size nodes - every placed object has a hitbox at least the size of a standard node. Some things, like stairs, would be essentially special arrangements of nodes rather than their own unique nodes. Players can jump 2 nodes high unaided.
It would have most of the features Minecraft had back in version 1.8 + some of the features of Millenaire + bronze, brass, arsenical bronze, copper, steel, fermentation mod + a lot of Better Than Wolves content
(if anyone's interested I can go into more detail about what things I want in it vs what I don't want)
even if they appear in the right size, they would still only occupy 1 node. another problem is textures, specifically tree trunks. don't mention liquids...
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Re: Game Ideas/Requests here
Escape the Cube!
Its not a original idea but a interesting one been playing around with.
So far made a cube with 27 rooms for testing and using the teleportgate to go from room to room. Would be cool if the cubes could move around in random positions but the mechanics would be hard to implement. But making a massive cube with alot of rooms with traps and different designs like colors or textures is doable.
If the cube was large enough it would be a challenge just to get to the outer shell without dying, maybe only one exit and numbers or clues to find the exit.
This room was filled with water and trying to get out before dying.
Its not a original idea but a interesting one been playing around with.
So far made a cube with 27 rooms for testing and using the teleportgate to go from room to room. Would be cool if the cubes could move around in random positions but the mechanics would be hard to implement. But making a massive cube with alot of rooms with traps and different designs like colors or textures is doable.
If the cube was large enough it would be a challenge just to get to the outer shell without dying, maybe only one exit and numbers or clues to find the exit.
This room was filled with water and trying to get out before dying.
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Re: Game Ideas/Requests here
I would like to have some sandbox games happening in modern world (basically Mineclonia/VoxeLibre, but in semi-realistic 21st century). This would be cool for some roleplays and other stuff. We can make an automatic generation of cities and countries using various structures and stuff. Sadly, I don't see anything like that (yet), all sandboxes happen in (my opinion) alternative middle age, just like MC...
Prehistorical game might be cool as well tho :)
Prehistorical game might be cool as well tho :)
I'm only human, after all...
Re: Game Ideas/Requests here
Exile is a sandbox in a primitive-tech post-collapse sci-fi world, rather than "alternative middle ages".all sandboxes
For a modern city game, there is the old citysim server code over here: https://github.com/Elkien3/citysim_game/ Not sure if it works though
Lead dev of Exile, git repo: https://codeberg.org/Mantar/Exile
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Re: Game Ideas/Requests here
Thanks, may try it later. Will tell if it works (with 5.8.0) or not. I would prefer to something more recent tho, and maintained (this had last contrib 3 months ago, so there is a chance it may work, if not, I will download an old Minetest release just to try this), also a bigger choice of such games.For a modern city game, there is the old citysim server code over here: https://github.com/Elkien3/citysim_game/
I'm only human, after all...
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Re: Game Ideas/Requests here
Aged like milk tbh.Thanks, may try it later.
Btw, I would like to have a game that is similar to BeamNG Drive, and Drift Game isn't it at all (no road signs, buildings and others, too barebones). The world generation could've been based either on OpenStreetMap (like earth mods for MC), or a custom ones with region-based presets, and would contain road signs, buildings, nature and anything you can see on roads. The cars might've been selected via inventory, and upgraded with a specific block.
What do you think? Alternatively, a MTG modpack could've been cool as well, the only thing missing is the good road sign mod (there are only barebones ones, and none of them have a good selection of them like Road Stuff/Traffic Control or Blu's Sign Pack for MTS for MC, also I don't think they offer any European signs) and a real world worldgen with buildings and stuff like that.
I'm only human, after all...
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Re: Game Ideas/Requests here
I think for going in this route, when making mine game. Just, like, an alternative prehistoric ages, kinda like Flinstones. I just need to learn Lua, Minetest API and Blockbench...Prehistorical game might be cool as well tho :)
I'm only human, after all...
- Blockhead
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Re: Game Ideas/Requests here
Before you do all of that, have you played Exile?InterPotato wrote: ↑Tue Oct 01, 2024 01:57I think for going in this route, when making mine game. Just, like, an alternative prehistoric ages, kinda like Flinstones. I just need to learn Lua, Minetest API and Blockbench...Prehistorical game might be cool as well tho :)
/˳˳_˳˳]_[˳˳_˳˳]_[˳˳_˳˳\ Advtrains enthusiast | My map: Noah's Railyard | My Content on ContentDB ✝️♂
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Re: Game Ideas/Requests here
Not so much, it's like RLCraft in MC... it's not the best game for playing on creative mode
I'm only human, after all...
- Trogramming
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Re: Game Ideas/Requests here
Not so much a request, but I'm working implementing a bunch of spells, mostly as a way to familiarize myself with the engine, but one of my next steps is to try and implement wards and traps.
Once implemented I figure it would be very easy to use the same code to make automated towers that attack hostile mobs.
I was thinking that once implemented it should make the creation of tower defense games a lot easier, whether traditional cannon-stack games, plants vs zombies, or something like a MOBA where towers take a less central role.
I noticed at least someone has brought up the idea in the past,
viewtopic.php?t=24133 but the thread didn't seem to go far.
I imagine there would be a few more mentions throughout the forum this just came up first.
I'm still quite new to Lua and haven't yet worked out best practices for minetest/mtg, so at the moment my mod is more of a standalone monolith, but once I'm more familiar I'll start trying to create more modular/extensible mods.
Once implemented I figure it would be very easy to use the same code to make automated towers that attack hostile mobs.
I was thinking that once implemented it should make the creation of tower defense games a lot easier, whether traditional cannon-stack games, plants vs zombies, or something like a MOBA where towers take a less central role.
I noticed at least someone has brought up the idea in the past,
viewtopic.php?t=24133 but the thread didn't seem to go far.
I imagine there would be a few more mentions throughout the forum this just came up first.
I'm still quite new to Lua and haven't yet worked out best practices for minetest/mtg, so at the moment my mod is more of a standalone monolith, but once I'm more familiar I'll start trying to create more modular/extensible mods.
Re: Game Ideas/Requests here
This spell mod seems interesting, how it's going ?Trogramming wrote: ↑Mon Oct 07, 2024 07:29Not so much a request, but I'm working implementing a bunch of spells, mostly as a way to familiarize myself with the engine, but one of my next steps is to try and implement wards and traps.
- Trogramming
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Re: Game Ideas/Requests here
Thank you :)wheat8 wrote: ↑Mon Oct 21, 2024 16:48This spell mod seems interesting, how it's going ?Trogramming wrote: ↑Mon Oct 07, 2024 07:29Not so much a request, but I'm working implementing a bunch of spells, mostly as a way to familiarize myself with the engine, but one of my next steps is to try and implement wards and traps.
Its kind of functional but has a very long way to go.
https://www.youtube.com/watch?v=lZGjk1NVsvQ
I've began making a new game where it will play a central role so the future versions shouldn't be dependent on any particular game. At the moment it's dependent on default for fire, wood, cobble, stone, and gravel, but once I get around to learning aliases which seem pretty simple I can hopefully work out something more flexible.
It also currently uses its own builtin mana mod but I will make it so it uses the more established mana mod as an optional dependency. I'll definitely keep working on it but at the moment I'm learning other things and filling in the easier parts of my game.
The next step is to work out projectiles, animations, and cooldowns, I think I'm getting the hang of HUD and formspecs well enough to make a decent spell menu I just need to get my head around the correct way to use detached inventories in formspecs, but I'm about to make a thread asking a few questions to get to the bottom of it when I return from the shops.
https://github.com/Troy-Osborne/MinetestSpells slightly out of date but this is what I have so far.
A lot is very embarrassing as I'm still learning what I'm doing, but starting a game from scratch has taught me a lot more about how things work and best practices, so I'll fix it up soon. I wasn't going to share it yet as its no doubt got a lot of problems, but I didn't expect anyone to show interest yet. I will get back to it soon
Re: Game Ideas/Requests here
You told about automated towers and magic scrolls, it's sufficent to enough to create interest !Trogramming wrote: ↑Fri Oct 25, 2024 06:47I wasn't going to share it yet as its no doubt got a lot of problems, but I didn't expect anyone to show interest yet. I will get back to it soon
I'm sure it could have lot of usages to develop new gameplay. As you said, it could be used for a MOBA or tower defense, but I assume it wouldn't be too difficult to have towers attacking players; this could be implemented to create more diverse dungeons that players would explore.
Imo, I would say that we need more gameplay mods in general :)
Re: Game Ideas/Requests here
Game idea
A game with NPC villages where the world feel alive, and not player centered. Villages have workers, each one with there own skill distribution. Villagers gather ressources to increase population and develop the village with new constructions. Villages can form alliances and declare war to extend their territory. Players have a reputation system, so they can be liked or hated by villages, depending on their actions.
I've always liked the feeling of a living world in video games. Not being the center of everything gives a true sensation of freedom, and let the player experiment by himself.
A game with NPC villages where the world feel alive, and not player centered. Villages have workers, each one with there own skill distribution. Villagers gather ressources to increase population and develop the village with new constructions. Villages can form alliances and declare war to extend their territory. Players have a reputation system, so they can be liked or hated by villages, depending on their actions.
I've always liked the feeling of a living world in video games. Not being the center of everything gives a true sensation of freedom, and let the player experiment by himself.
Re: Game Ideas/Requests here
The world would not be so empty and boring if there are other people around that do more than just hang around and walk randomly. This could be very important for servers that are not so frequently visited.wheat8 wrote: ↑Tue Nov 12, 2024 19:37Game idea
A game with NPC villages where the world feel alive, and not player centered. Villages have workers, each one with there own skill distribution. Villagers gather ressources to increase population and develop the village with new constructions. Villages can form alliances and declare war to extend their territory. Players have a reputation system, so they can be liked or hated by villages, depending on their actions.
I've always liked the feeling of a living world in video games. Not being the center of everything gives a true sensation of freedom, and let the player experiment by himself.
Once again, I want to promote Repixture here. While the game itself is not very exciting, it could be used as a modding base, because
- is built very modular
- has a nice alternative crafting system (which still could be replaced though)
- features an advanced mob system with way finders, tasks and subtasks
- does not depend on "default" (i.e.., MTG)
I already had my own thoughts about your idea. But making villagers build their own village is not exactly a trivial task :)
Re: Game Ideas/Requests here
It seems difficult to ask people to change their behaviors. The game itself has to offer a goal and a challenge, if you want unknow people to fight or cooperate.The world would not be so empty and boring if there are other people around that do more than just hang around and walk randomly. This could be very important for servers that are not so frequently visited.
I will look at Repixture. I think that I never tried it because it's presented as a 'peaceful world'; I like to have hostiles mobs that offer some challenge.
- RH9
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game idea
i know i've brought this up before on the discord before but does a mafia/werewolf-style game seem like something that can be plausibly implemented?
- Blockhead
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Re: game idea
Sounds similar to GMod murder. Definitely doable, though it can only be as interesting as the quality of the maps as well. Round-based gameplay is pretty well established with CTF - it doesn't persist the world, it uses the dummy backend.RH9 wrote: ↑Mon Jan 27, 2025 11:28i know i've brought this up before on the discord before but does a mafia/werewolf-style game seem like something that can be plausibly implemented?
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Re: game idea
i see. thanks!Blockhead wrote: ↑Mon Jan 27, 2025 13:30Sounds similar to GMod murder. Definitely doable, though it can only be as interesting as the quality of the maps as well. Round-based gameplay is pretty well established with CTF - it doesn't persist the world, it uses the dummy backend.RH9 wrote: ↑Mon Jan 27, 2025 11:28i know i've brought this up before on the discord before but does a mafia/werewolf-style game seem like something that can be plausibly implemented?
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random idea
just had a random idea but not sure if good or not.
essentially, players are split into teams, each with their own dignitary. the winners are the first team to kill the dignitary of a randomly selected opposing team (selected in such a manner that while teams all have unique targets, they don't necessarily have to be each other's opponents) while trying to protect their own. to make things more complicated, a member of each team is secretly a traitor, winning with the opposing team. all members of each team are only informed of their dignitary's identity except for the traitor (who is instead only informed of the opposing team's).
do this seem feasible?
essentially, players are split into teams, each with their own dignitary. the winners are the first team to kill the dignitary of a randomly selected opposing team (selected in such a manner that while teams all have unique targets, they don't necessarily have to be each other's opponents) while trying to protect their own. to make things more complicated, a member of each team is secretly a traitor, winning with the opposing team. all members of each team are only informed of their dignitary's identity except for the traitor (who is instead only informed of the opposing team's).
do this seem feasible?