forked-from-1kasper / loria

Minetest subgame
GNU General Public License v3.0
18 stars 3 forks source link

Proposed collab #7

Open aerkiaga opened 1 year ago

aerkiaga commented 1 year ago

Hi, I'm the author of Nodeverse. I realize development on our games has been quite slow recently. These days I've had some spare time, so I've been pushing forward version 0.3.0 of my game on this branch. It should be out soon.

The map generator still lacks the ability to generate more varied flora, including trees/giant mushrooms, tall grass, cave flora... This is planned for 0.4. As a No Man's Sky-like, Nodeverse aims to generate all of this in a fully procedural fashion, which makes it quite a challenge to implement.

Since you have added so many beautiful and varied flora to Loria, and our games have similar goals (at least aesthetically), I wonder if you could help me design this feature given your experience on that. You don't need to dive into the code if you don't want to, but I would be really glad if you could provide some insight, opinions, whatever. I'll probably have some questions as I develop this, and your help could be really valuable.

On my part, I have thoroughly played Loria and understand its code, so I can help with anything you'd like to advance your game's development. For example:

For now, I've begun writing a wiki for Loria, which could help new or existing users. The wiki is created with Zim, and can be exported into an HTML website that you can host on e.g. Github Pages. It looks like this:

image image

I've uploaded the Zim files here.

forked-from-1kasper commented 1 year ago

Hello.

I wonder if you could help me design this feature given your experience on that.

You may then contact me somewhere in IRC (just post server & channel here), Telegram (@siegment), Discord (send invite to the e-mail specified in profile), or somewhere else.

so I can help with anything you'd like to advance your game's development

As you can see I am not actively working on Loria for a long time, so it’s hard to say now what I would like to do; but pull requests are always welcome. About what you mentioned:

Reworking the radiation system to account for DNA repair, fix anti-radiation drug handling, etc.

I understand absolutely nothing in biological simulations, but it would be interesting.

Help design balanced crafting recipes for some currently uncraftable items.

The biggest problem here is electricity mod: almost nothing is available. Besides that, it should be (I think) redesigned to handle a whole frequency range instead of just 50 Hz (how it’s implemented now). It’s relatively simple to implement that efficiently on linear circuits, but headache on non-linear (google “dynamic phasor” or “transient analysis”).

Draw sprites, add sounds, music...

Yes, sounds are definitely needed.

Something else (nuclear reactors?).

There has already been a short discussion on nuclear reactors. As I see now, reactors should go after the implementation of the RotaryCraft‐like mechanical subsystem (as I know, it can be implemented as LTI system too).

The wiki is created with Zim, and can be exported into an HTML website that you can host on e.g. Github Pages.

Looks interesting!