I wonder if there's also a terminology topic in here - yeah, everybody loves terminology talk
Right now we've been fairly vague and ambiguous about mods and modes and so on. Pretty much everything is just stuff following an API. But there are a few categories hiding out in mod-land. A few games have even come up with their own unique terminology that fits into the the game's universe. A possible benefit with that is a break with typical assumptions and confusion between the similar terms used among lots of games - mods, addons, plugins, extensions, etc.
Could we stand to gain from something like that? I'll say that it also does also seem an attractive option to differentiate us, akin to the "crafting" term discussion elsewhere. But more than just being different to be different, putting some functionality behind it might actually help it make sense? Some example categories:
* Snippets / tidbits of simple content. A block, a potion, a creature. Pretty independent and able to function on their own, tho some may depend on a system (like alchemy for potions). Does some of this even use the API? Does a simple block definition being munched for being in the right spot count as API usage?
* Mods - one person putting together several smaller bits and pieces to make a larger "something" ...
* Game modes - a whole way to play the game (creative - Tao - full DF, etc)
* Modifier - akin to a game mode, but dependent on a mode and maybe available for multiple. Examples: Difficulty level, hard core mode (can be separate from difficulty), peaceful mode (no mobs can attack). What
is this anyway? Do we need this in the very engine?
* Full conversion - I'm sure we'll eventually find somebody who wants to use the engine to do something totally crazy
Depending on those sorts of things, might that help guide what forums we need?
*General development & suggestions - intro forum for dev topics, anything goes, some stuff might get moved elsewhere when solid enough for us to know what it is (referring to categories above)
*Engine, API, and Core Content - forum for engine work, the API (on the engine side) and core content that might need engine work / relate to a goal game we focus on?
*Resources - snippets & tidbits, light-weight content that can be easily applied to different mods or game styles. Some contributors might like something in this style just so they can drop something in and feel part of everything without getting fancy?
* Larger mods / game modes / conversions
That's fairly different than having Engine + Genesis + Untrue Tao tho. Dunno if better or worse.
Our Xenforo test site is up and I've been wondering about how to set it up -
http://movingblocks.mivora.net for those interested, sign up and I'll give you admin rights (or try to, anyway), then feel free to tinker with category setup.
Some, most, or all of this may not make sense, I'm running out of energy for tonight