You do realize minetest 5.8.0 has nothing to do with minetest_game, whinch is in feature freeze and will never recieve new content. If you like this biome, fork minetest game and add it yourself. You can even make an entire game built on any base game you like.
hm. Maybe, the temperature should be given as a graphic representation in the HUD, and the exact value given by the temp probe becomes useful for more technical applications which require fine temperature control/measurement
If it just places a single end portal node, I suggest as an improvement that collecting the portal sucks up the entire portal, and placing it hollows out a depression for the portal, and places the entire portal.
here's another: A dark forest at night, giant twisted trees forming a thick canopy overhead, small pools of water surrounded by reeds on the forest floor, lightning bug entities that slowly drift around and flash, using a basic lightning bug flashing algorithm (which produces waves of flashes after a short period, its a low-overhead emergent pattern)
Soft forest noises... and occasional eyes in the distant darkness that blink and disappear when you look directly at them. Whispering in the night if you stand still long enough...
Glitch is fun to play: there are skills to unlock, electrons to collect, and secrets to find. The story is not tacked on but integrated into the game. It is compelling, starting with a cutscene that eases the player into the narrative. The levels are well-designed, with easy-to-reach electrons and hidden ones that give you a dopamine rush when you discover them. Finally, the game does not expect one to collect every single electron; it is easy enough to collect all you need to enter the endgame without too much effort. Without giving spoilers, I will say that the endgame is a great addition to the story and is very satisfying. Its levels are slightly frustrating, but that can be expected on a final level-set.
Thank you for this game, it deserves the First prize!
One thing that I think would really help this game is a self-writing journal, where jounral entries get unlocked as the player enters certain areas or does certain things. It should be written in first person. reading the entries can give clues for what to do next. Another thing: why does the player want to enter the house to begin with? I would answer that by making it rain and thunder in the first scene, the player enters the house to get shelter. Then the journal entry pops up and says 'This is a strange old house. I wonder what is down that hall in the back', hinting that they should go that way, as an example of how to use the journal.
ok, so if it needs more scenery, or something more anyhow, what could it theoretically have that would not ruin the liminal space effect? Not a rhetorical question, if you have any ideas, I'd like to hear them.
-new sections of the ship
-a schematic-based mapgen.
-let collectibles be broken very quickly
-create new mechanics other than the default 'break stuff, get stuff, use items'... make items that do interesting things, nodes that you can interact with in some new way, enemies that surprise you with some new attack.
-more than one type of enemy
Just a note: The names of the levels and the shape of the levels are something like scenery; they are a reward for completing the previous one. I realize that that might not be enough for some players, and that is ok. If you have specific suggestions, I'd consider them, but I do intend to keep the theme simple. As someone else stated, there is a heavy atmosphere in the game. As he also said, perhaps scenery might be beneficial to distract from that oppressive atmosphere.
But then again, maybe the atmosphere is part of the experience. The vastness and the bleakness of space , the smallness of everything else, and the unforgiving nature of making a mistake in space are all themes that are conveyed in the experience. If you distract from that you might ruin the effect. IDK
I will not be adding items or scenery. This is a minimal puzzle game. The mechanic is simple. Slide until you are stopped. The graphics are elegant (IMO) and simple. White blocks. White particles that help you aim. Simple title blocks. That's it. The goal of this game is not to present amazing graphics, but to give the player a puzzle that seems simple but can be very difficult. Any further updates will include more levels or perhaps a few more simple mechanics, probably involving static, white blocks.
A single word to describe the game: "understated". That is intentional.
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: bad argument #5 to 'register_item_raw' (table expected, got string)
[C]: in function 'register_item_raw'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:184: in function 'register_item'
...e/mistere/bigfatshaders/bin/../builtin/game/register.lua:210: in function 'register_node'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:792: in function 'register_fencegate'
.../bigfatshaders/bin/../games/piranesi/mods/doors/init.lua:804: in main chunk
Check debug.txt for details.