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minetestcompetition's Introduction

Auri Collings

Game, Web, and Software Developer here to destroy change the world.

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Currently Creating

  • Zepha - A super-fast, immensely moddable voxel engine.
  • Myxer - A simple, modern, pretty volume mixer for PulseAudio.
  • AuriServe - A breath of fresh air in the CMS ecosystem. Modern, open-source, Node-based magic.

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minetestcompetition's Issues

Ship & Spider Bomber Models

  • - Spider Bomber Model
  • - Spider Bomber UV & Texture
  • - Spider Bomber Animations
  • - Spider Bomber Entitiy
  • - Ship Model
  • - Ship UV & Texture
  • - Ship Animations
  • - Ship Entity

Plot

Characters

Lexa

Empress of a doomed species that developed too fast and became robots out of hubris. She was a prominent figure in the movement and feels immense guilt at the actions she had took, now that she sees the consequences. Now that she has found another species making the same mistake as hers, she seeks to ease her guilt by preventing that misfortune. Because of how determined she was when she was lobbying for that path on her planet, she does not believe words are capable of preventing such advancement, and seeks to destroy development by force.

Story

Beginning

Lexa appears during the first mission as a surprise threat. At first she remains cold and distant, only communicating short threats through radio, but becomes more and more desperate as time goes on, eventually entering the final level herself as a last-ditch attempt to stop you. When you beat that level she will be wounded on the ground and vent to you about her story, after saying that it didn't matter, that in the end she was powerless to stop you, and tells you to end her. You then have a choice to kill her or spare her.

Ending

Sparing Lexa

Lexa will ask you why you're sparing her, and she will comment that maybe you aren't as obsessed and driven as she was. She will join you on your ship where you get a call from the Gov't congratulating you on your success and assistance. They will say something about using the resources to advance beyond the confines of [Furry] existence. Lexa will beg you to destroy what you have created, before it's too late.

Destroying the plants.

You will launch missiles at the planet targeting all of your manufacturing plants, and one more at the gate that connects your home world and this planet. Mushroom clouds will expand out of the detonated area and the call with Gov't will cut out. Lexa will thank you. You will then be presented an illustration of you and Lexa living in a log cabin in a lush forest on a mountainside, overlooking the nature, and in the distance there will be ruins of the plants that you created and then destroyed.

Refusing to destroy the plants.

Lexa will try to force you to, but you will overpower her. In the end she will fall back and claim that there is nothing left for her anymore, and detonate herself. You will be presented with an image of your character robotified and standing above a terrible, ruined planet of technology and smog.

Killing Lexa

After you kill Lexa and return to your ship, you will get a call from Gov't congratulating you on your success and assistance. They will say something about using the resources to advance beyond the confines of [Furry] existence. They will tell you to come home through the gate when you're ready and terminate the conversation. On the dashboard of your ship there will be a 'Travel' button and a 'Detonate' button.

Destroying the plants.

You will launch missiles at the planet targeting all of your manufacturing plants, and one more at the gate that connects your home world and this planet. Mushroom clouds will expand out of the detonated area and the call with Gov't will cut out. You will then be presented an illustration of you flying somewhere unknown at maximum speed, looking for the next terror to destroy.

Refusing to destroy the plants.

You will be presented with an image of your home planet, abandoned and destroyed by industrialization and climate change. Your ship will be dead in the sky, drifting in orbit, lifeless and empty.

[Extra Level 2] - Mushroom Cave

Large sprawling cave. divided into four areas, Closed in with lave, Open paths over deep holes with crystals, wide open on top flat ground with mushrooms, and rising ledges and tunnels leading to a few surface holes where enemies come out.

Dark Stone, Light Stone, Lava, Crystal, Mushroom Stem(Could be white tree trunks??), Mushroom Head, Gravel (Grey Sand)

Walls

  • - Basic ore wall textures
  • - Regular wall
  • - Window wall
  • - Ladder wall
  • - Overhang (roof)

Mining drill, conveyors

  • - Mining Drill Model
  • - Conveyor Models
  • - Mining Drill Animations
  • - Conveyor Animations
  • - Placement preview for orientation and multiblock placing
  • - Conveyor auto-connecting and rotating
  • - Ore chunk entity
  • - Mining Drill outputting materials onto conveyors
  • - Conveyors moving entities

Power System

  • - Coal generator.
  • - Power wire position math.
  • - Power systems, consumers and providers.
  • - Power provider and consumer priority (so like, using batteries first, inputting into batteries last, etc.)

Turrets

  • - Turret Model
  • - Turret Animations
  • - Power connections
  • - Conveyor inputs
  • - Turret targeting
  • - Turret shooting

Better AI

  • - Enemies breaking down walls if they obstruct movement
  • - Enemies pathing around turrets maybe
  • - Enemies shooting at stuff as they go by
  • - Enemies heading for the core

Enemy Pathfinding

Custom A* implementation that uses the map schematic to inform its pathfinding.

Game crashed while playing

Occurred during play, doesn't seem to have been caused by something I did. This happened on a fresh install of minetest 5.4.1.

AsyncErr: environment_Step: Runtime error from mod 'lexa_enemy' in callback environment_Step(): /lexa/mods/lexa_match/script/init.lua:179: attempt to get length of upvalue 'path' (a nil value)

(Stack trace omitted since the second frame is already inside of builtin)

Core dumped at startup

The game crashes as soon as the the game is loaded.
segmentation fault (core dumped) minetest

[Level 2] - Jungle

Tall trees, maybe mushrooms. would be cool if there was a small swamp area.

Textures

  • - Dirt (WAL)
  • - Mud (WAL) (derivative)
  • - Jungle leaves
  • - Jungle log (derivative)
  • - [Intermediary Metal] ore (Modelled) (Derivative)
  • - Blue flower
  • - Mushroom shelf block (Modelled)

Technology

  • - Intermediary Walls
  • - Power poles
  • - Refinery
  • - Shield Projector
  • - Gun II (?)

Enemies

  • - Dragonfly
  • - Bigcat (fast melee)

[Extra Level 3] - Snowy Cliffs

Pine Trees and Ice. Map has partial undergound area with blue stone. (Maybe an Area that is kinda like a spiral staircase of Ice in a cave). Core underground with enemies coming in from outside. Portion outside is plains next to ice land, enemies come from ship in woods.

Snowy Grass, Snow Tree, Ice, Whole Snow, Blue Stone,

Dialogue System

  • - Delayed text appearing
  • - Randomized burble sounds
  • - Character portraits
  • - Reading from file
  • - Text clickthrough and fast forward
  • - Dialog choices
  • - Appearing / disappearing animations
  • - Hide other hud when dialogue

Crash when attempting to place cobalt wall

This happened on a fresh install of minetest 5.4.1.

AsyncErr: ServerThread::run Lua: Runtime error from mod 'lexa_hud' in callback item_OnPlace(): /lexa/mods/lexa_match/script/init.lua:150: attempt to perform arithmetic on field 'cobalt' (a nil value)

stack traceback:
lexa_match/script/init.lua:150 (use_materials)
lexa_materials/script/helpers.lua:3 (on_place)
lexa_hud/script/build_menu.lua:35
lexa_hud/script/build_menu.lua:22

Inventory and Build mode

  • - Hotbar Graphics
  • - Hotbar Interactions
  • - Wave Counter & Timer
  • - Resource Display
  • - Command toggle between build and play for development

Refinery

The refinery is a machine that takes raw metal ore, and outputs bars of the equivalent material. It requires both coal and electricity for fuel. One ore outputs one bar, but the amount of electricity and coal may be constant, or determined by the material entering it.

Bars of metal would have a greater value than ore of the metal, for example, copper bars entering the ship will count for 2 copper instead of 1, and copper bars entering guns that take copper will add a damage multiplier to the bullets (1.5x?)

There could be another material refiner after this one that crystalizes the materials or something to get an even more valuable material.

  • - Refinery model
  • - Refinery animations
  • - Refinery functions
  • - Metal bar model

[Level 1] Mountainside

Description

Gray, rocky zone, mostly inside depressions in a mountainside. The edges of the map are dotted with teal coniferous trees, and moss hanging from the walls. Small patches of grass may be present.

Materials

This area is the introductory zone and so will be fairly simple, only containing [Basic metal] and Coal. These will initially be scattered in small clumps around the map, requiring you to branch out further to get sufficient resources to expand your defenses and research.

Layout

The map will begin in a small isolated zone, before opening up to a larger arena. This then splits into two paths, one of which only opens up after a certain amount of waves. The layout has a lot of height variation, as it takes place on a mountain, with some sections sloping strongly downwards.
At the end of the paths there will be four enemy spawnpoints, which converge to your ship.

Map layout draft

Textures

  • - Stone (WAL)
  • - Moss / Vinelike
  • - Grass
  • - Log
  • - Coniferous leaf
  • - [Basic Metal] ore (Modelled)
  • - Coal ore (Modelled)
  • - Fern (Modelled)
  • - Tallgrass
  • - White Flower

Technology

  • - Walls
  • - Basic drill
  • - Basic turret
  • - Conveyor belts
  • - Coal generator

Technology mockup

Enemies

  • - Spider Bomber
  • - Shooter
  • - Lexa projection???

Story Interaction

When you first enter the area, you will simply be taught how to hook a miner up to the ship and have it harvest resources. This will be done without any indication of there being a threat. After you complete that, a wall will be busted down by spider bombers, which will pause, and present you with a projection of Lexa (either a model or just a texture) who will speak to you and demand that you leave immediately. You will be able to ask for her name or tell her no, either way, she will terminate the conversation and blow up some miscellaneous machinery that started in the map with the bombers, and initiate the wave timer.

The hole the spiders left will provide access to a much larger area of the map. Once the wave timer starts, the player will also unlock access to walls, basic guns, and the tech tree. After a certain number of waves, another path in the second room of the map will be blown open, thus increasing the difficulty further.

Upon completing the level and returning to orbit, you will be called by Samuel, who will briefly comment on the encounter and immediately provide you with a new mission, and terminate the call.

[Level 3] - Basalt Sands

Description

Orange, hazy desert with plateaus and pillars. The majority of the beginning of the map is raised high above a flat desert with scattered machine parts and rubble, leaving a very open and exposed area to defend. The second part of the map is scorched basalt filled with pools of lava, in a very enclosed, straight path occasionally obstructed by pillars. Plateaus line either side of this area and it slowly climbs up.

Materials

Contains all [Basic Metal], [Intermediate Metal], [Advanced Metal], Coal, and Lava, with the rarity and abundance increasing as you near the end of the area.

Layout

This area is largely linear, with very little defensible spots, causing just a slog to get to the end. There will be many flying enemies on this map to prepare you for the surprise interaction with Lexa. There are just one or two spawnpoints at the end of the map.

Textures

  • - Red sand
  • - Red stone (derivative)
  • - Shrub
  • - Pebbles (Modelled)
  • - Basalt
  • - Lava
  • - Cracked Basalt
  • - Lava cracked basalt (derivative)

Enemies

  • - Lexa (omg)
  • - Scorpion
  • - Large dragonfly?

Technology

  • - Drill II
  • - Gun III
  • - Repair beam

Story Interaction

The win conditions for this level will be getting a certain amount of [Advanced Metal] (or a certain amount of waves in which you acquire some of the metal), which will only be present near the end of the map, forcing you to build out and establish a supply and defense line across the map. Once you get a small amount of the resource, Lexa will appear in the fle-- hrm- metal, and dialogue to you about how she needs to stop you. From there, she will slowly advance from the end of the map, moving closer each wave, always standing on plateaus above you and shooting a very strong laser beam infrequently at your tech.

By the time you complete the map she will be near your ship, and something will happen to knock her down. She will fall and be wounded, stuck on the ground. You can then go up to her and interact with her, where she will dialogue as described in #21, and thereby completing the level.

[Extra Level 1] - Beach

Sandy with shallow water, would be cool if shallow water like a half slab height and could be walked through and built in. Deep water dark blue cant be stood or built in. Level could have core slightly inland in a little forested area, with a few pathes that lead out to sandy beaches.

Sand, Water? Palm Tree Leaves, Unique Colour Stone, Greener Grass, Deep/Dark Water?

Test Map

A basic test map with walls, spawnpoints, and a ship. For testing game mechanics and enemy AI.

  • - Stone
  • - Enemy wall (dev block)
  • - Spawnpoint (dev block)
  • - Ship

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