Updates Biome Specific Content - Weekly Updates

ktksan

New Member
GSOC/TSOC 2020
Project: Biome Specific Content Enhancements for Terasology

Project details:
https://trello.com/b/dT7oWl9X/gsoc-2020-biome-specific-content
Proposal: https://docs.google.com/document/d/1B4T4xFB-oer0m2LCxDmNYsy589KFZ1F3DLM8luB_aCQ/edit


Project Summary:
Currently in Terasology, changing biomes only serve as a change in background of the game.This project aims to change this and give some of these biomes some features of their own. This will be made possible by incorporating an element of body temperature in the game. The body temperature comes into play in the climatically extreme biomes namely- Desert and Snow. The players will suffer some consequences should they choose to traverse these biomes without any preparation. To explore these biomes the player will have to look for ways to overcome these obstacles. However, these ways will not be present so readily. The players will have to look for these ways in other biomes. This will be made possible by some other enhancements in the form of additional items such as Wool Armor, Arabic Thawb, Water skins, Sand Slippers and an additional feature- hunting with traps. Players who are up to the challenge to explore the extreme biomes despite the obstacles would have something to look forward to. Certain surprise structures namely Oasis for the Desert and Igloos for the Snow will be incorporated which would also be beneficial to the players in avoiding the extreme conditions.
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes -18 May 2020 (by skaldarnar)

Action Items
- particle tutorial: move smoke effect around the box
- particle effect: attach particle emitter to player, add offset to be "in front of the face", make breathing effect
- investigate AlterationEffects (WalkSpeedAlterationEffect in particular) to use for speed and jump changes (https://github.com/Terasology/AlterationEffects)
- investigate ScaleCharacterEvent for support of scale-by-factor and scale-to-value (https://github.com/MovingBlocks/Terasology/pull/3907)
 

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 18 May - 24 May

-Attached smoke particle effect to the player and gave it proper offset and velocity to give a visible breathing effect.
-Tried to use pre-implemented methods in the module to implement alteration effects for an indefinite duration... failed... simply added and removed a WalkSpeed component instead to give the desired effect.
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 25 May 2020

Action Items
- Extracting/Splitting the current PR on ClimateConditions to 4 separate PRs.
1. feat: Add FrostbiteComponent and attach it to player in "danger zone"
2. feat: Slow down player with frostbite (depends on 1)
3. feat: Show breathing effect on frostbite (depends on 1)
4. feat: Apply periodic damage on frostbite (depends on 1)
- Start with the Desert Climate Effects.

Discussion-
Roadblocks - AlterationEffects complicated to use for indefinite (duration) alteration effects..
Important to incorporate the AlterationEffects module - Mentors (Niruandaleth) will investigate the module in order to decide a proper way to implement the module and move things forward.
 
Last edited:

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 25 May - 31 May

-Completed the splitting of the original PR into the 4 PRs. All PRs megred.
-Started discussing about Desert Climate Effects
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 1 June 2020

Action Items
-Start implementing desert effects
1.Movement Speed Reduction
2.Burn Damage
3.Dizziness (Discuss in the #rendering channel)
-Start implementing a system to track body temperature which could then be used to have variations in the degree of hypothermia and hyperthermia effects on the player.

Discussion
Complexity in use of Alteration Effects could be a result of multiple contributors to the module overtime who might've introduced their own ways of implementing the module. Multiple approaches, improper transition between the approaches and lack of proper documentation seems to be a probable cause.
 

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 1 June - 7 June

-Started with Desert effects
1. Implemented adding of Hyperthermia Component when in Desert Biome along with reduction in movement speed
2. Opened PR for thirst modification while player entity has a Hyperthermia Component
3. Implemented Burn Damage but do not want it to be included in the final list of effects (will discuss in meeting)
4.Dizziness discussion did not lead to a conclusion - timeline risks, wait for DAG..
-Java docs for Hypothermia Effects added.
-Started implementing a Body Temperature System - created a prototype for a system which changes body temperature according to the environment temperature and humidity.
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 8 June 2020

Action Items
- Continue with Desert Effects
1.Continue with current Modify thirst PR
-Introduce events similar to GetMaxSpeedEvent and AffectJumpForceEvent for Thirst and Hunger modules.
2.Convert Burn Damage to weakness due to heat.. Reduce max health of the player.
3.Continue with Body Temperature System.
4.Look into Point pool and check for possible integration of thirst, hunger, body temperature
5.May look into drop components and modules to start with drops for items for overcoming obstacles.

Discussion
Better to reduce max health of the player in case of Hyperthermia than have a burn damage, burn damage requires disabling regen which could be too problematic for the player, on the other hand simply reducing max health could demonstrate that the Desert is a dangerous biome and this could also potentially be coupled with some stuff implemented in the future like snake bites to make the Desert all the more deadly.
Need for a system to notify the player of the extreme climate effects, preferably some subtle hints like small symbols, signs, fallback could be a full temperature bar.
 
Last edited:

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 8 June - 14 June

  1. Added affect ThirstEvent which closed original modify thirst PR - noticed an issue later, opened a PR to fix it.
  2. Opened PR for AffectHunger.
  3. Opened PR for Weakness due to heat - issue - Health UI changes required.
  4. Mentors proposed a new structure for the BodyTemperatureSystem - Created the first draft according to it with partial implementation.
  5. Investigated PointPool - It was decided not to use point pool for this project.
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 16 June 2020

Action Items
-Continue with the open PRs
Heat Weakness, AffectThirst fix, AffectHunger
-Body Temperature System
1.Continue with body temperature system.
2.Try out and coordinate with @ RatMoleRat 's PR.
-Try out Drops and Equipments modules to start with items for overcoming obstacles.
-Check out the different crafting modes and modules.
 

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 16 June - 21 June

  1. AffectHunger PR merged
  2. Opened PR for changes in Health UI, modified Heat Weakness PR accordingly.
  3. Made some changes in BodyTemperatureSystem
  4. Tried out @ RatMoleRat's PR - @ RatMoleRat has now decided to try a different approach for the whole thing..
  5. Tried out drops, equipments, WildAnimals modules but did not write any relevant code as of yet.
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 22 June 2020

Action Items
-Continue with open PRs.
-Check out the relevant modules and Implement drops and crafting of Items to Overcome Obstacles.
 

ktksan

New Member
GSOC/TSOC 2020
Weekly Report - 22 June - 28 June

1.Health UI PR merged, HeatWeakness PR merged.
2.Added assets -
With proper Texture(No Artwork required) - WoolVest, Waterskin
With placeholders (Artwork required)- ArabicThawb, WoodenShoe, deerHide, wool
sheep - is a complete placeholder, just a deer with the name sheep and drops wool
3.Dropping - deer drops deer hide, sheep drops wool
4.Recipes - WoolVest, Waterskin, ArabicThawb, WoodenShoe. (Some discussion over the location of these items required)
 

ktksan

New Member
GSOC/TSOC 2020
Meeting Minutes - 29 June 2020

Action Items
-Continue with Items to Overcome Obstacles
-Continue with BodyTemperatureSystem
-Start looking at ways to implement world gen feature Oasis

Discussion
The items and recipes for the time being, should remain in ManualLabor and Equipment shall have an optional dependency on ManualLabor which would enable the player to craft the items using the ManualLabor module but the player can only equip these items and henceforth enjoy their respective effects when the Equipments module is enabled. Reason for the same would be as of now the items and their recipes are placed in the modules where there respective crafting tools are present.
This situation is not at all ideal and needs to be changed, the crafting resources need to be separated out from manual Labor and either be combined with Equipment Smithing (change module name to Equipment Crafting) and other crafting modules like Stone/wood Crafting. This task is separate from this project and so as to not let it hinder the progress of the project the above steps are being acted upon. Opened an issue regarding the same.
 
Top