Prizes for GCI 2016 haven't even been finalized yet, but there is no rest for the weary, it is time to start prep for GSOC 2017! The timeline has been posted, summarizing here below: Jan 19th - org apps open (dev meeting Jan 21st to discuss doable ideas) Feb 9th - org app deadline Feb 27th - accepted orgs published March 20th - student apps open April 3rd - student app deadline May 4th - accepted proposals published May 30th - coding starts! June 20th - eval phase 1 deadline July 28th - eval phase 2 deadline August 29th - student deadline September 6th - results published Late October - Mentor Summit Worth noting for this year the student stipend payout has changed to be location specific. That might be a let-down for students in less developed countries as the flat rate meant GSOC was worth way more there than in highly developed countries. The stipend now ranges from $2400-6600 and factors into student count, as more students now likely will get slots than in past years (without exceeding GSOC's budget) Our ideas list needs updates! To capture it here before we start editing here are our 2016 ideas with status: Customizable characters: still doable, main related change is the introduction of the Equipment module by @xtariq meaning if we had a nice avatar you could vary it via in-game character screen Particle system: partially done since it was added, @Linus did some work in the past and @Instant (Max) more recently with a PR pending. Probably not valid for GSOC anymore. Active interest in the topic VR support - mostly done (revived) by IndianaJohn on GitHub, including initial support for controllers. Still needs gameplay system support and more polish, but probably not valid for GSOC (full VR UI?) Renovate MasterOfOreon: bits and pieces done, old item. Likely obsolete although perhaps could be overhauled as a new gameplay item. Advanced combat: Mostly still valid, although mixed up with combat-oriented AI (base combat works but isn't very interesting). Would like to hear from @Anthodeus Behavior Trees (AI): High priority item IMHO with no less than 3 partial implementations by now. We need this badly! DAG Pipelines: Partially done for GSOC 2016 by @tdgunes - we way underscoped it. Could possibly leave space for a round two, @manu3d would be the one to know and describe that better. Game preview: Was originally a very small item, but could possibly be merged with the PlaTec support item and a new item I'll list below Improve problem visibility: Remains a good item, with interesting hooks into the CrashReporter and better overall reporting. Related change is the Launcher now having one similar piece set up now Agent based land usage: This was @Cpt. Crispy Crunchy's item for GSOC 2016 that resulted in DynamicCities. Next up could be showing inhabitants physically present or enabling trade, neither really GSOC level items Distinct terrain features: Unsure about this one. Old item Leap Motion: Old item, may be relatively close via the controller support in the new VR setup. Interest voiced to do it, but may not be enough on its own - combine with a full VR UI approach? Rest API / mobile management: Still a great item as it doesn't get in the way and isn't critically needed NUI Editor: Done by @Rostyslav Zatserkovnyi for GSOC 2016. Further extraction blocked by dependencies (see new items) Anatomy: Has had interest surface a few times and we have two stats systems now with @jellysnake considering overhauling Health after finishing extracting Inventory. Probably not good for GSOC (unless a sub-item in advanced combat?) Android: Waaay blocked by dependencies Far rendering: Blocked by dependencies (unless part of DAG round two?) Port growth sim: Sort of a decent but low priority ancient item. Tricky due to its level of detail vs voxel world. Plus we have a fair amount of growth stuff already. Maybe mix some sort of advanced hydrological + nutrition cycle for farming into it Plate Tectonics: Also ancient item, probably poor on its own. Could perhaps be mixed with world preview / other new stuff below A lot of those need some solid updates and tweaks to be good for 2017. Here are some new items and remixes I'd like to consider: Sectors: Anybody haven't heard me rant about this yet? Seems like GSOC potential. Architectural challenge: somewhat intertwined with the extraction of gestalt-entity-system as it would likely result in substantial changes (multiple independent entity pools, transfer of entities between pools, overlapping areas...) Potential bonus areas: Multi-world support, multi-surface support Module context and configuration: Bit of a grab back of related issues here, sourced from Game preview above (should allow easier previewing/activating of stuff) May need some focus and scope improvements to work with GSOC: Targets PR #2074 and some related ideas Modules activated in the main menu (could support theming or languages with fonts in modules) Modules solely activated on a client (texture packs, visual effects via modules, language modules) Module config changed after world creation (easy for the above, harder for new worldgen..) Module categories, optional dependencies, etc ... Should help improve environment/context switches Maybe related: #1296, #1621, #1737, #1770 (pretty advanced), #1795. Architectural challenge: Probably sorting out CoreRegistry -> Context and/or extracting Config/Context/Injection. Not guaranteed but seems like it would relate Destination Sol with Gestalt: Overhaul Destination Sol to use Gestalt, including gestalt-entity-system. Implement at a minimum easy modding akin to in Terasology. @Rostyslav Zatserkovnyi already got gestalt-module and gestalt-asset-core working (pending testing on Android) Architectural challenge: Yep, gestalt-entity-system again Potential bonus areas: Multiplayer Completely new area beyond Terasology itself. Exciting, but also tricky, especially mentor-wise Documentation infrastructure: Fairly open item that needs specifics if it to be viable. GCI exposed flaws in the way we track credits and image attribution. We need something better We have some types of automatic (or automatable) docs available (javadocs, api list, key bindings, assets...) but they aren't really published anywhere. How do we organize it all and make it visible plus useful? Fancy module listing site? We need to improve our tutorials, make more of them, and harden them against going out of date (add build step to diff source vs code snippets in wikis?) - how to highlight all that well? Additional gameplay content: This can be a tricky thing to scope and review right, since it can be so open ended and subjective as we saw with Dynamic Cities - there are so many different ways to get it right, so it is hard to write exact requirements then test that they were met. An advanced system based on Genome might be an idea Expanding our city simulation substantially could be done Finally implement some gameplay for Light & Shadow? Depends on better AI We're at a point where large new gameplay templates could form, with small teams behind them. We need to support this better, yet it probably doesn't work well with GSOC. Maybe something we can discuss in general at the dev meeting. There may be some more potential in the conlang thread or the game identity thread I'm sure I'm missing some ... post away if you spot any! Or come talk about it during the dev meeting. So from all that it might be clearer why I hope tomorrow's dev meeting can help shed some light on our architectural future Also curious who is wanting to work on some issues outside of GSOC because they simply want to or think we need it sooner / for sure. With us no longer being a newbie org and the changed stipends we might end up in an interesting position of having too many interested good students and/or having too few mentors to fit more good student candidates. So hopefully we can come up with some more items and get some more mentors signed up.