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Hunger #853
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@raymoo maybe modders should discuss about a common API together ? |
I think the biggest hurdle is a lack of persistent per-player metadata storage. That seems like something that should be fixed in core (e.g. player:get_meta() or similar, and move storage to sqlite instead of unmaintainable text files). Once there is a generic player metadata storage, it'll be far easier for mods and games to choose mechanics and design API's around these type of data bits. |
We could add serialized data for players, just like LuaEntities. |
player: get_meta() Yes, I wrote this somewhere else as well. |
Let's lobby for the engine change. |
We now have persistent per-player storage. Hunger is essential to a survival game |
But should of course be optional. Hopefully by allowing MTG mods to be switched off in mod menu. |
Wouldn't it be better to have hunger as a check box near the "Enable Damage" and "Creative" check boxes. |
Yes, but it would still be a subgame feature |
I've always seen discussion about "hunger" in minecraft-related games, however, I haven't seen a "thirst" mechanic yet. Maybe it would support the hunger mechanic, and it would also be a little bit original. |
@alexdevteam Most of what's required to satisfy thirst is available within a few seconds of gameplay. The easiest way of cleaning water is smelting it, so as long as you can get water somehow, you don't have to worry about thirst. Meanwhile, food is a bit less frequent. Sure, apples are ridiculously common in the game right now, but in Minecraft, you need to start planting seeds or killing animals quickly before you starve. |
TerraFirmaCraft (a survival-oriented Minecraft total conversion mod) has a thirst mechanic which varies in depletion rate depending on environment and player activity, along with its other health stats. So unfortunately it wouldn't be completely original, but it could make MTG's survival elements stronger than vanilla Minecraft's.
(Emphasis added by me) Thirst would be a good way to make dry biomes like desert or savannah be harder to survive in. |
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@paanrama Depends on your standards for water. Boiling water will get rid of most of the bacteria.
Even then, once you have a source of water, the gameplay aspect of thirst just becomes more micromanage-y than hunger. (Plus, I've found water nearby deserts and savannahs before. Biomes aren't that big.) See, at least Minecraft's hunger system has some advantages to it:
Meanwhile, an MTG Thirst system would have:
Granted, progression might be possible if done creatively, ("Cleaner" forms of water could heal more thirst and slow down the pace that the thirst bar decreases at.) but even then, I think the most pressing reason for me is that food is more relatable to the average player living in a first-world country compared to water, which is plentiful to people who live in those countries. |
This is the exact reason I find hunger annoying after the initial struggle to get enough food. Only with thirst you get to this stage even quicker... so adding it would require very careful consideration. I personally think thirst isn't a good mechanic for MTG. |
Food could be made more involved / difficult to obtain, so that more of the player's time is taken up by food acquisition / processing. At the same time, food production mechanics could be given more depth so that it's not some boring chore that you have to do periodically. This is assuming we want a survival-focused game. |
MTG needs to be not only survival (this really being one of the big problems with MTG - it needs to be everything), so any hunger mechanic must be optional. With that said, as long as it's optional, I'm in favour. I would however like to see something better than I have in any hunger-adding mods so far (but I'm also really not sure how best to do it). |
I like TFC's food system |
About not being just survival, it would be easy to add a configurable multiplier to hunger drain, so you can make it as easy or difficult to maintain satiation as you want. Also I take back what I said about thirst making it more difficult to survive in dry biomes. Currently in MTG you could just carry around two buckets of water for infinite thirst quenching. |
This doesn't really do anything to increase difficulty. It just increases how often you need to repeat the same really easy tasks. |
@Ezhh I am not saying adding hunger to current MTG will instantly make survival more interesting. It would need to be in addition to new food mechanics that allow increasing food production with some kind of effort other than time investment linearly proportional to food produced. One example is that if there are automation mechanics, then a high hunger rate means you would get a lot of value (free time) from automating food production, or from buying food from somebody who automated it. As for why you would want mild hunger instead of no hunger, one reason could be to balance food on multiplayer PvP servers (no spam clicking apples in combat). I do sort of think that the current state of hunger mods on most servers has no real meaning as far as survival gameplay goes. My original point (which I forgot to state) is that MTG doesn't have to be "only survival" just because hunger is active. It can still be other things at the same time. My other point for this post is that increased hunger can mean something other than a proportionally increased player time investment. Also I wasn't arguing against being able to turn hunger off. |
I think that's important, yes, but the difficulty becomes how to implement that within MTG. I don't think it would be easy to get automation mechanics for food growth/processing added to MTG, and such a thing would likely be separate to hunger itself anyway (though such things should of course be considered in relation to each other). Sadly I don't have good answers. I just know that I'd like hunger mechanics but that they can easily be boring instead of interesting. |
To be honest, I almost never use food in minetest. Food items like Apple and Bread are useless from the gameplay perspective. If I have low health and need more I simply kill myself and teleport home after respawning. |
To avoid kill trick, I guess you should respawn "weak", with just 2-3 hearts, and then you gradually eat your way up, you can eat N items per day to increase your health back to maximum (very very slowly to avoid cheaters, maybe ingame week). Then you just eat X items per day to maintain your HP or it will go back to "weak" mode. |
I like the idea about respawning with low health. |
In reality, you can survive 3 weeks (ish) without food, however you will get weaker and more frail the longer you go without food, until that kills you. |
Yeah so the lower your hunger, the slower you heal, break and move. But as time goes on you slowly lose health maybe with a poison type effect |
Closing due to #2710 |
There is a PR luanti-org/luanti#3388 in the engine for adding hunger, but some people think it would fit better in minetest_game, so maybe it is worth opening an issue here too. The benefit of a canonical hunger mechanic (whether in minetest or minetest_game) over a hunger mod would be for food modders of minetest_game and derivatives to feel more compelled to add satiation mechanics to their food, so that hunger mods do not have to add in support for every food mod out there that doesn't care or doesn't want to put a soft dependency on a hunger mod (of which there are at least two).
The gameplay benefits would include providing a greater challenge, which has been discussed before.
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