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  1. Cervator

    Suggested Base Skills System

    Pinging @Josharias in particular :-) Getting the module architecture right here would be nice since then gameplay template authors can pick and choose as intended. Josharias likes the idea of passive skill gain over time, somebody else might like practiced skill gain. Simply enable both modules...
  2. Cervator

    Join to Dark side!

    Look at what I came across reviewing recent screenshots :-) http://steamcommunity.com/sharedfiles/filedetails/?id=683214205 Now we just need people to actually contribute this kinda stuff back to the project to make it available to everybody :D
  3. Cervator

    Alpha release 2! At long last, a regular news post!

    Too much to cover all at once, but to get beyond that I'm going to post some of the more interesting bits (mostly visible stuff / content) then trickle out the remainder over time probably mostly on Twitter (good for small stuff) First of we just released Alpha build 2, based on engine v1.1.0...
  4. Cervator

    Intro Hi Everyone!

    Hi @Kashif Nazir and welcome! Thanks for the nice intro :-) We made it to GSOC this year yep and a flood of students made intro thread. Usually the pace is a bit more calm, but that has been a fun change :D Three students made it to the proposal stage and one of them (@tdgunes) is working on a...
  5. Cervator

    Adding support to extend CopyStrategyLibrary through modules

    Bumping in part because the edit won't have caused any notifications for anybody who has seen the thread :-) @Florian pointed out an example from Dialogs that helped. Not sure anybody will have a concern about the whitelist addition, but then it is somewhat rare those attract a lot of...
  6. Cervator

    Implementation Josharias Survival

    Sort of a random extra here - would it be weird to have Gooey in-game for JS? @Florian has prepared the neato GooeysQuests module complete with basic interaction and a placeholder dungeon generation piece. Could Gooey also help guide the player, sort of a more personalized version of the help...
  7. Cervator

    GSOC 2016 - DONE!

    This Saturday's event went great! We had little presentations and a Q&A session, then played three different rounds of multiplayer, last and longest JoshariasSurvival. I've saved a copy of the server for later should we wish to resume it :) We're now in the midterm week and evaluations are open...
  8. Cervator

    A Brand New Logo

    Thanks for the updates, don't worry about the delay. I get hit with those too :-) Will check against the code again as soon as I find time.
  9. Cervator

    Design More Physics

    I think this was more a thought to help performance up front before sending excessive events that nobody may care to catch? Unless we want absolutely everything dropped to qualify. I'm not sure which would be a bigger hit to performance. I understood it as a sort of "If you want your object to...
  10. Cervator

    GSOC 2016 - DONE!

    It dawns on me it may help to actually see said burndown chart rather than me just describe it - especially since it takes a browser addon to see, and a separate style addon to get the sweeeet dark theme for GitHub:
  11. Cervator

    GSOC 2016 - DONE!

    Alright we're about a week out from midterm evaluations. Exciting, isn't it? Almost like being back in school or something, woo! ;-) I'm thinking about doing a related event this coming Saturday. Since shortly after starting our three teams have worked independently with an occasional update...
  12. Cervator

    Design More Physics

    I'd love to see some more engine support here since it seems a worthwhile thing to implement well in a central location probably with some extra power to optimize performance. Am curious if @Immortius might weigh in with some thoughts on the very original physics implementation, or the first...
  13. Cervator

    Design City and Population Simulation

    Bump. Most the discussion for this is in #citysimulation on Slack, but I thought I'd post here with a nice little (or big) diagram to give it a bit more permanence. Just today I talked to @Cpt. Crispy Crunchy and mentioned the Holdings concept and its old thread, relating it to other games like...
  14. Cervator

    A Brand New Logo

    Okay I've been working on this some. Easy enough to add in the new icons. New game menu background is trickier :-) Old title logo was just the DS logo with a black background centered in the top middle with the rest of the screen also black. With the nice image with the nebula that doesn't work...
  15. Cervator

    GSOC 2016 - DONE!

    That's not unfortunate at all! That's awesome. Congratulations :-) Keep in touch and let us know if you get bored sometime!
  16. Cervator

    GSOC 2016 - DONE!

    Bump! We officially went live with the first coding period less than a week ago, and progress is being made :) All three official projects have forum threads, GitHub issues, and even a ZenHub board if I recall correctly. More to organize and stay on top of. For now I noticed three neat bits of...
  17. Cervator

    Implementation Structure Templates

    Quick related FYI: I fixed up a tiny bit of API drift in this module and GooeysQuests, the bit where a protected method had changed to public. Also added StructureTemplates to the module lineup and made it a job in Jenkins so it'll be available for dependency resolution and bundle with the game :-)
  18. Cervator

    Terrain Deformers

    Remembered a couple old maybe relevant repos by @Esereja: https://github.com/Terasology/LandOfTerra https://github.com/Terasology/BoundlessWorlds He did a lot of pretty crazy noise stuff and Swiss cheese worlds with lots of overlays, layers, and so on. Not sure if he's still around or if the...
  19. Cervator

    Terrain Deformers

    I think a big world map as I'm thinking about would generate the same, but then persist and be available for changes over time, such as macro effects from climate change, city growth outside of loaded areas, disasters, and so on. Probably some of that would be handled entity-style, but wouldn't...
  20. Cervator

    Terrain Deformers

    Sounds great to me (even if I might not catch all the subtle details), and also a little familiar for some reason, like we've had bits of discussion on similar concepts in the past, it just hasn't been done a lot. Adding more layers and phases to world gen surely would help make nicer worlds...
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