Massively reworked races/classes system, featuring great variety of races and subraces.A new mapgen, with lots of biomes, which is accurate to Middle-Earth geography rather than scattered randomly-placed biomes.The main focus for LTTA is optimized code and polished features, and through that, the rewrite will feature a range of new efficient and polished features. We will rename Lord of the Test to "Lord of the Test: Third Age (LTTA)". Below, you'll see a few of the things that we want to do with the rewrite. There's not been an awful lot of progress, as both of us have been very busy, but work is slowly progressing forward. If you've been following the development of Lord of the Test rewrite on Github, you may have seen that work has been going into this for the past couple of years. But in the end, we both decided that the best course of action was to redo everything from scratch, coding our own systems as much as possible, and focusing on a coherent, unique design. This decision wasn't easy to make, and it took a long time to reach, with many discussions (some rather heated!) along the way. Either, we could have decided to go through all of the code, back-porting fixes, rewriting messy portions, redesigning what we didn't like, updating Minetest Game, or, we could rewrite the game from scratch. So, when we considered the way forward, we had two possibilities ahead of us. In addition to all of this, since we have our base in Minetest Game, it looks as if mods supporting Minetest Game should be compatible with Lord of the Test, when in actual fact, they are often not, due to part of the game overriding them, or causing crashes when they use functions from Minetest Game which were only added later. But, at the same time, this means that we lose out on many of the bugfixes/performance improvements/security fixes which have been added. In addition, we have changed a lot of the mods from Minetest Game to a greater or lesser extent, making the task of updating them rather daunting. The game is based on Minetest Game, but since the time we made that our base, it has only been synced a few times, the last many years ago, and now, there is a lot of content in it that we feel would be unsuited for Middle Earth. So a lot of the code one finds in the game is messy, unreadable, a combination of mods forced to work together. There's still a lot of work which could be done on it, a lot of features that could be added, but the base which it is all built upon still has large parts of code from 2013, when neither of us had an idea of how to code, or of what direction we wanted the game to go in. At one time, there was support for both Minetest and Freeminer! There have been various servers running Lord of the Test, some managed and developed by us, some independently. We've had support from countless people, some who have been in Minetest since the very start of Lord of the Test, some who joined later and are still with us, and others who have left, for one reason or another. We've had help with coding from people from all over the globe. Both of us have learnt a lot in terms of coding, design, planning and building a game. The features of the Minetest engine have advanced incredibly. There are a greater variety of mobs, more features, fewer bugs. It originally used just the default mapgen, now it has it's own special one - albeit imperfect. While it's not perfect, it has certainly come a long way since its first days, when it began life as a modpack, rather than a game. Now, over 6 years after the first days of Lord of the Test, and more than 5 years after it first appeared on github, work on this version has come to an end. It's been almost 3 years since the last stable release, so here's a new one. Message from the Developers - The road ahead This is a game for Minetest that adds Lord of the Rings elements into the game.
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