It is not just the task of core devs to create impressive games. There is no easy solution to this, if there was it would already have happened. We would love to have more time to work on MTGame, however core dev time is so limited currently we are focussing on keeping the engine alive, as that is obviously a priority. This is a free game, we are unpaid volunteers, mostly adults with extremely busy lives. We just have very little time, we are not deliberately neglecting MTGame, it is exasperating that some people treat us as if we are. > I think you don't realize how important the first impression is for most players.Ī lot of effort has gone into improving MTGame over the last few years, and there are already intentions for mobs and many new features that are desired, see the issues. Your post seems directed at me, so in response: It really is a good base when you don't have the experience or the patience to start from scratch, in particular because many mods rely on it. MTG could then be a modding/game making sort-of tutorial. Maybe adapt it a little: let them dig the castle's blocks after they complete the tutorial and drop a note about how to download actual games. One should not expect newbies to know MC's crafting recipes, or to read a wiki for that. One should not expect newbies to download a tutorial. Moreover, what we need is a tutorial for players without prior experience of the genre. And it will never show everything MT can do (that would probably be a mess anyway). It compares poorly with MC (no mobs etc.), but at the same time we don't want to showcase just a(nother) MC clone. Its issues have been debated to death indeed, everyone wants to steer it in a direction they think is good - and that includes my suggestions above.ĭon't bundle it with MT anymore. Regarding MTG, that it is not playable is a hyperbole. Has it also bothered anyone else that the blades of the swords seem short? I mean, there is only so much you can do with only 16 by 16 pixels of space, but the blades of real swords are much longer.ĭon't call yourself autistic if you have not actually be diagnosed with an autistic disorder. It's not really fun if everything is right there in front of you.īut back the swords. I do like a challenge, cause survival is supposed to be a mode where, you know, you gather resources to survive. They handle dirt, which is softer than wood, but yeah, it could be a bit disruptive.) Maybe we should keep the wooden shovel and hoe though. To Astrobe: I agree with what you say! I really do! It makes sense to me too! (I do like the concept of flint tools replacing wood. unless your referring to the minimal development test? ![]() (even then I'm still interested in cramming knowledge on how to code in Lua into my autistic brain.)īut I don't get the part of vanilla MTG not being meant to be playable anyway. 07:55:26: ERROR: (tail call): ? 07:55:26: ERROR: : in function 'remove_node' 07:55:26: ERROR: /home/minetest/minetest/bin/./mods/beacons/a:25: in function 07:55:26: ERROR: (tail call): ? 07:55:26: ERROR: : in function 'remove_node' 07:55:26: ERROR: /home/minetest/minetest/bin/./mods/beacons/a:25: in function 07:55:26: ERROR: (tail call): ? 07:55:26: ERROR: : in function 'remove_node' 07:55:26: ERROR: /home/minetest/minetest/bin/./mods/beacons/init.To Hume2: I totally get the part of fixing it with a custom mod, and I would do that if I had any knowledge of coding in Lua. 07:55:26: ERROR: ModError: Runtime error from mod 'beacons' in callback on_shutdown(): C stack overflow 07:55:26: ERROR: stack traceback: 07:55:26: ERROR: : in function 'remove_node' 07:55:26: ERROR: /home/minetest/minetest/bin/./mods/beacons/a:25: in function
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