Closed Cervator closed 7 years ago
@Cervator I'm not really sure if this is what you had in mind for an exploration world, but I was thinking of creating a puzzle pack with several levels and mechanics. I am going to include: Blocks that break when the player passes over them. Ice blocks(if they don't exist already). Slideable/Pushable blocks(slides until it hits a wall) Door and key mechanics Kill blocks Spawn points Ability to change the "color" of the player so they can only pass through certain barriers Block pushers Buttons Blocks that slide back and forth. Tools that a creator of puzzles can use to create a puzzle One way doors
To make it an "exploration world", I am planning to include several levels that the player can go through. I think this would be a good way to demonstrate the "playability" of Terasology.
Well, based on the activity of this issue one might think there hasn't been a hectic summer of activity and discussion going on. But the base exploration world has now been completed by @nihal111 - woohoo! Thank you, and @SkySom @flo @smsunarto @xrtariq2594 and others :-)
There is still plenty to do and this item was popular with prospective students - hi again @ianbrobin! if anybody else would like to plug more pieces into the setup, please feel free. We might be able to build some smaller mini-GSOC projects on this item, as well as tiny GCI tasks if we make it in for later this year.
See http://nihal111.github.io/2017/08/15/GSoC-wrap-up.html and earlier blog articles to see some of the work that was done
Another potential content item for GSOC, akin to DynamicCities from 2016.
For GCI 2016 we got several new nifty pieces of content, such as the Dwarf Halls added by @MaxBorsch in GooeysQuests and a bunch of examples of what can be done with the Structure Templates @flo put together, like a mine entrance or a guard tower. @iojw also had neato ruined structures in the midst of huge lava lakes in his Inferno
Goal overview
I think it is time to put a bunch of these together with a lot more added in an exploration-centric gameplay template. There's even a write-up in the forum for a maze-centric approach at http://forum.terasology.org/threads/maze-world-gameplay.1765/
We might not have quite enough creatures or nice combat to make tier-based dungeon crawling doable, but we do have a spooky skeleton that'll chase and kill the player if possible, or get taken out itself by a wary player.
One main difference from GooeysQuests is that we probably should have all these things spawn "wild" without any interaction with the player(s) - no need to ask Gooey to spawn something specific.
An added challenge would be figuring out how to let differing types of structures interact - the world should probably have Caves enabled, along with multiple different types of underground features. How do we catch when they interact and avoid leaving things broken?
Existing content to probably enable
Lots of modules to consider enabling
New stuff
Don't have these yet but would be prime candidates to create and include