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Nostalgia for Minecraft

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Re: Nostalgia for Minecraft

#91
post #83

There is also https://www.minetest.net/ . It's fully open source and free, and although it is written in C++ it has a Lua modding API with many mods. Minetest itself is just the engine with basic functionality such as terrain generation and basic physics. Mobs, and other things are added via mods. Mods can be installed manually or in-game from https://content.minetest.net/ .

The problem I had with Minetest, is that the base sandbox is quite boring and I think you're not supposed to be playing it on its own, but then when it comes to mods there is so much choice and I couldn't find a place to start from (something like: "if you are a beginner, start from these 5 mods"), so I don't know where to start from. Any suggestions?

Yeah. That's a common problem and mostly because nobody has time documenting this. The minetest page itself helps a bit (under customizing, but it's not that helpful admittedly).

FWIW, here're my recommended mods:

Basic gameplay: 3d armor, mobs_redo + mobs_monster

Logic: mesecons, more mesecone, digilines

Hard monsters: NSSM (not so simple mobs), dmob (dragons, etc) (both need mobs_redo)

Building more: Homedecor

There're also some read-made games. Mineclone 2 is pretty good.

Re: Nostalgia for Minecraft

#92
post #83

Earlier quoted context omitted.

The problem I had with Minetest, is that the base sandbox is quite boring and I think you're not supposed to be playing it on its own, but then when it comes to mods there is so much choice and I couldn't find a place to start from (something like: "if you are a beginner, start from these 5 mods"), so I don't know where to start from. Any suggestions?

Yeah. That's a common problem and mostly because nobody has time documenting this. The minetest page itself helps a bit (under customizing, but it's not that helpful admittedly). FWIW, here're my recommended mods: Basic gameplay: 3d armor, mobs_redo + mobs_monster Logic: mesecons, more mesecone, digilines Hard monsters: NSSM (not so simple mobs), dmob (dragons, etc) (both need mobs_redo) Building more: Homedecor Ther…

Thank you, this is very helpful!

Re: Nostalgia for Minecraft

#93
post #83

There is also https://www.minetest.net/ . It's fully open source and free, and although it is written in C++ it has a Lua modding API with many mods. Minetest itself is just the engine with basic functionality such as terrain generation and basic physics. Mobs, and other things are added via mods. Mods can be installed manually or in-game from https://content.minetest.net/ .

The problem I had with Minetest, is that the base sandbox is quite boring and I think you're not supposed to be playing it on its own, but then when it comes to mods there is so much choice and I couldn't find a place to start from (something like: "if you are a beginner, start from these 5 mods"), so I don't know where to start from. Any suggestions?

Just go play on a server. Vannessa's servers or Pandorabox...

Re: Nostalgia for Minecraft

#94
post #3

A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…

> dynamic populations that interact with each other

It feels like every open-world game dreams of this, and backs up on it. The problem is you need so many things to go right for it to work and be fun.

* It needs to be resilient to player shenanigans * It needs to respond to player actions * It needs to be coherent and connect to the actual gameplay * It needs to reward player interaction while not breaking the economy

That's a pretty tall order when most MMOs struggle to even motivate the existence of simple NPC vendors.

Re: Nostalgia for Minecraft

#95

It annoys me when people call Roblox a game. It's an engine and a platform. It's like calling Unity or Unreal Engine a game.

I've also found that people tend to underestimate the development tools Roblox gives. There are games on Roblox that have external web APIs for managing servers, games that circumvent the standard "player model" and instead opt for an entirely different appearance, games that make use of the GUI tools given in meticulous ways... Roblox does a fantastic job at giving creative young minds an opportunity to expand on th…

It's a nearly fully featured game engine. Maybe not quite suitable for a AAA game, but I think it'd be possible for a studio to make a real commercial game with it.

Re: Nostalgia for Minecraft

#96
post #93
post #83

Earlier quoted context omitted.

The problem I had with Minetest, is that the base sandbox is quite boring and I think you're not supposed to be playing it on its own, but then when it comes to mods there is so much choice and I couldn't find a place to start from (something like: "if you are a beginner, start from these 5 mods"), so I don't know where to start from. Any suggestions?

Just go play on a server. Vannessa's servers or Pandorabox...

Thank you, I'm usually more of a single player type but I will give a try to the server!

Re: Nostalgia for Minecraft

#97
post #76

Earlier quoted context omitted.

> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…

As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interactions relatively unrestricted in the expectation that social order would be (largely) maintained by the in-character actions of the PCs. Similar things had worked in text-based MUDs of the time. When they naturally got a Hobbesian bloodbath instead (classic MUDs…

https://gametyrant.com/news/ultima-online-spent-3-years-deve... has some quotes from the creators.

Re: Nostalgia for Minecraft

#98
post #70

Earlier quoted context omitted.

> So if you slay too many Gorgs soon there would be none left. Leave them alone and they'll eat all the Fraggles. Players would form culling expeditions every week. [...] I think the venerable Ultima Online had a few features like that, or was supposed to, not completely sure. Ultima Online tried to have such an ecology, but the players didn't react to it as described despite the game designers giving players minimal…

>because the players were human It's a very compelling story, but that wasn't actually the case. The real reason was the flawed design. People just had to kill everything for the materials because of the way equipment was implemented.

Mmo designers are very constrained in their game mechanics because they always have to deal with players that will exploit every possibility to grief. This unfortunately leads to things like extremely unchallanging encounters for random matchmade groups as any group will have players trying not just to get a free ride but actively trying to get the party to fail the objective.

Re: Nostalgia for Minecraft

#99
post #3

A multiplayer persistent world like Minecraft with physics would be amazing, and probably replicate Minecraft's success. e.g. If I chop down a tree at the top of a hill it could roll down and potentially wreck your house. Or causing cave-ins and avalanches from indiscriminate mining. Building dams and rerouting rivers. Building realistic defenses and then siege weapons. Fun Add in critter breeding and predation for d…

Eco is that game

https://store.steampowered.com/app/382310/Eco/

Re: Nostalgia for Minecraft

#100
post #86

A few commenters are responding on how they think certain features in addition to Minecraft would make a killer game. I don’t think Minecraft’s success had anything to do with its featureset. To paraphrase notch, he believed in a model of good enough vs perfect and continually released updates that added the minimal needed for the feature he wanted, responding to user feedback in real-time. This was unheard of at the…

As I recall Minecraft's snowball started with geek dads watching Notch live coding and buying the game for their kids. https://youtu.be/MhQ70O1MiXc
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