Assuming you’d have to re-buy Minecraft, I’d.say at least give Luanti a try. At the very least, Its free, so you can switch if you don’t like it.
That said, personally, I had too many issues with it. Specifically, I had performance issues, found that the graphics that looked worse (subjectively) and were much harder to modify, and kept running into roadblocks that were annoying to fix, like having to figure out how to grant myself permissions for a bunch of different actions.
Gmod is essentially Roblox's father. It's limited in what you can do but is still really good and has a shockingly active community.
The best Roblox alternative is S&box, but it's not out yet. It's a spiritual successor to Gmod that aims to be a gaming platform that's developer friendly and good to consumers. There's a developer alpha you can join to start making games in it, but the community is not there yet and it's likely a few years away.
Doom WADs for a huge back catalog, elder scrolls mods for Bethesda tools and a pretty big player base, Unity/UE for more professional game designer tools, mega man maker for something quick and simple and fun to jump into
This somehow caught me off guard. How is a world where you have to walk many hours from point A to point B is too small for you? Can you even realistically explore it all?
Isn’t Luanti’s world height way bigger, though? ~62K vs MC’s ~400 are the numbers I see.
I mean I get that’s a different thing, but aside from exploration it determines build height. Also to me it’s a more visible limit, because falling made it obvious how short MC’s maps were.
Yes. But world exploration tend to happen on horizontal.
Also additional height is often used as a way to store alternative dimensions (like nether or end). As there’s is not another built in way to do so.
Anyway it would me nice to have the horizontal extension. But at this point is not a planned feature and it would break a lot of things, so it’s not something that Luanti would likely ever have.
In my opinion Luanti is a living proof that top-down extensibility aka “we make monolithic engine in C++ and then provide some APIs for scripting via bindings for some scripting language on the side” doesn’t work well. You can’t change main menu, you can’t fix player controller (and the default one sucks), you can’t write your own renderer, etc. Because developers didn’t imagine someone would want that (actually they probably did, but they simply don’t have capacity to provide this). Good extensibility/modability should be automatic, on binary level. Like what you get by developing in bytecode/JIT-compiled languages like Java/C# or in old Unreal Engines where everything was done in bytecode-(de)compilable special language called Unreal Script.
The problem for me is that it repeats many of the issues I had with Minecraft, so I don’t really have a good base to start with. Not really interested in LUA either, so there is even less motivation for me to make something from the ground up (I should probably be doing something with Godot instead).
I imagine the benefit for Luanti would be if you want to make a simple grid-based game it should be easy to do so (similar-to-but-easier-than a MC mod for example). Trying different games though, it was hit-or-miss for me especially when it just spits you falling into an empty world (I assume that’s a known config-error or incompatibility).
If you tie yourself to a commercial platform, it’s gonna take advantage of you. That’s how they make money. So, I would also recommend using an open-source game engine like Godot and then distributing on multiple platforms.
The closest open-source thing to the Roblox model, that I can think of, is Luanti, which is basically a game engine and distribution platform for Minecraft-like games. Don’t expect to make money off of it, though.
Bedrock Edition is fine. It’s basically at feature parity with Java now. The mod scene is almost non-existent, but for vanilla it’s fine. If that’s where your friends are playing, you’ll have a great time.
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