Yeah, TS has made good progress in that area. If MC and all it's clones didn't exist yet, that would be a sufficient fun level to attract a crowd and sustain development. But with so many voxel game out there that do about as much or more, more fun gameplay is needed to reach the critical mass that i spoke of.woodspeople said:1. I find TS fun to play with already especially the options for blowing things up
Unity in wanting to make very different cool games, is not a useful unity. IMHO, trying to make everyone happy that's wandered into the forums is probably not a goal that will lead to anything successful. Sure TS can be used to achieve more than one voxel game-play vision, but not all of them.woodspeople said:2. Since we have no minions here and are all volunteers, we need to draw on our varied interests to sustain the work involved. One thing I think we can all agree on based on the discussions so far is that we all want to play a great game, but we don't want to play the same game. So making that possible seems like it is the thing that unifies us, more than any one game vision...
At some point, you need be able to say, "That's a cool idea, but it is outside the scope of our project. We're trying to achieve these core goals, and your idea is not in line with, or would compromise those goals."
Promising people the moon is easy. And it makes them very happy, until they realize that you can't give them the moon.
Those who are offering ideas, and not code, are unlikely to know how best to implement something, and where it should fit in the architecture.Immortius said:Anyway, we really need to split the forums up on these three things, because it can be kind of confusing. When someone says "Terasology should have a weight-based inventory" it isn't clear whether they mean the engine or the primary game type.
These are two very different discussions that can be had:
1) what is the core game? what are it's rules? how does it feel?
2) how can the core game be implemented in code?
Lots of people will only be able to contribute to #1. Trying to make everyone talk on the level of #2 will get you lots of bad advice, or severely limit your pool of contributors. It's not just artists that can be excused for not coding. At Battle for Wesnoth, for instance, most of the unit balancing and design was done by non-coders (who could do simple scripting).