Cervator edit: Renamed to Holdings and moved to Modules. I made a tiny start to the Holdings module a while ago, maybe I'll get back to it again sometime, but anybody else is welcome to help out!
Hello everyone!,
This thread is the product of several conversations in the #terasology IRC room that has resulted in some basic ideas for how we want fortresses in Terasology to work. To start, here is the log of the most recent conversation on this topic:
BOL
=====
(103:49 PM) brokenshakles: Anywho, we were talking about skill/level systems?
(103:55 PM) Cervator: earlier, yeah
(104:04 PM) brokenshakles: What direction are you leaning in?
(104:07 PM) Cervator: level is easy to start with, would love to see skill later
(104:19 PM) Immortius: just for minions? or for players?
(104:22 PM) Cervator: early level of a specialized minion could just as well be a skill-based system
(104:43 PM) Cervator: i think for discussion / brainstorming we're mainly talking minions
(104:45 PM) Josh_: Just for minion's For players to have skills wouldn't really make sense in a game like this
(104:46 PM) Josh_: lol
(104:53 PM) brokenshakles: I like the way Eve combines the two, but if we did someting similar to that, the whole tech-tree metasystem that it implies would have to be further developed.
(104:55 PM) Cervator: since that's the thing these days and we don't have a player yet
(104:57 PM) Josh_: maybe for a mod though
(105:26 PM) brokenshakles: Should there be skills/levels for the player?
(1052 PM) Cervator: EVE although yeah translating some stuff like that could be tricky
(1057 PM) Josh_: I don't think so.
(105:42 PM) Cervator: _probably_ ?
(105:48 PM) Cervator: of some sort
(105:51 PM) Josh_: maybe for a mod though
(105:53 PM) brokenshakles: I mean if we are going more in the DF direction, I would keep it strictly minion bound
(106:07 PM) Cervator: well everything is a module anyway
(106:11 PM) Josh_: Minion Bound is the way to go I think.
(106:24 PM) Cervator: wouldn't make any sense in a free style mode, could make sense in a manager mode
(1060 PM) brokenshakles: Yea, you lose the minion, you lose the skills/levels
(1063 PM) Immortius: later we will have actual gametypes and mods I think
(106:40 PM) Immortius: as combinations of multiple modules
(106:40 PM) Cervator: yup
(106:47 PM) Immortius: but, that is another story
(106:52 PM) Josh_: You can't really "Lose" the Minion
(107:01 PM) brokenshakles: Right, but you still need a system of progression underpinning it.
(107:19 PM) brokenshakles: Really? Minions can die, last I checked.
(1070 PM) Josh_: They can.
(1077 PM) Cervator: well, minions aren't really developed for realism / balance yet
(107:42 PM) Josh_: Never said they could stay dead.
(108:04 PM) Cervator: maybe one take on the setup would take the player's *estate* as the progression, rather than arbitrary player level/skill
(108:13 PM) Cervator: the bigger and fancier the estate the better minions you can support
(108:18 PM) brokenshakles: Right.
(108:44 PM) brokenshakles: Minions build the estate, the estate accelerates the rate of progression of the minions
(108:50 PM) Josh_: Minions are zone based right now.
(108:55 PM) brokenshakles: The relationship is symbiotic.
(109:10 PM) brokenshakles: Like in the Rollercoaster tycoon games?
(109:11 PM) Cervator: zones could be made by constructing appropriate rooms and such
(109:23 PM) Cervator: aw, one of the ones i didn't play
(109:47 PM) brokenshakles: Well, the estate could be bound to a root structure, such as a keep or forum
(10:40:47 PM) Cervator: yup
(10:40:59 PM) brokenshakles: Besides, thats how most RTS's are arranged, with an MCV taking the place of a keep.
(10:41:10 PM) brokenshakles: and DF is an RTS of a sort.
(10:41:26 PM) Cervator: some of my very early design ideas revolved around a portal / town hall of sorts, which could come in different scopes (estate / town / region / civilization ...)
(10:41:46 PM) Josh_: Let's not turn minion's into Sims 4
(10:41:57 PM) brokenshakles: Yea, you could also have more than one, bound up in a heirarchical structure.
(10:41:59 PM) Cervator: just grabbing some icons from the Sims and we'll be happy
(10:43:13 PM) brokenshakles: Is there a wiki page for drawing out these Ideas on something more tangible than our own musings?
(10:43:43 PM) Cervator: there were a few old write-ups in the old wiki, i've still got some backups around here somewhere
(10:43:55 PM) Cervator: we've been using Incubator threads in the forum for most the brainstorming these days
(10:43:58 PM) Josh_: If you read our convo before we already have an idea better than Estates or w/e, the zones.
(10:44:08 PM) Cervator: the wiki write-ups were never very extensive
Hello everyone!,
This thread is the product of several conversations in the #terasology IRC room that has resulted in some basic ideas for how we want fortresses in Terasology to work. To start, here is the log of the most recent conversation on this topic:
BOL
=====
(103:49 PM) brokenshakles: Anywho, we were talking about skill/level systems?
(103:55 PM) Cervator: earlier, yeah
(104:04 PM) brokenshakles: What direction are you leaning in?
(104:07 PM) Cervator: level is easy to start with, would love to see skill later
(104:19 PM) Immortius: just for minions? or for players?
(104:22 PM) Cervator: early level of a specialized minion could just as well be a skill-based system
(104:43 PM) Cervator: i think for discussion / brainstorming we're mainly talking minions
(104:45 PM) Josh_: Just for minion's For players to have skills wouldn't really make sense in a game like this
(104:46 PM) Josh_: lol
(104:53 PM) brokenshakles: I like the way Eve combines the two, but if we did someting similar to that, the whole tech-tree metasystem that it implies would have to be further developed.
(104:55 PM) Cervator: since that's the thing these days and we don't have a player yet
(104:57 PM) Josh_: maybe for a mod though
(105:26 PM) brokenshakles: Should there be skills/levels for the player?
(1052 PM) Cervator: EVE although yeah translating some stuff like that could be tricky
(1057 PM) Josh_: I don't think so.
(105:42 PM) Cervator: _probably_ ?
(105:48 PM) Cervator: of some sort
(105:51 PM) Josh_: maybe for a mod though
(105:53 PM) brokenshakles: I mean if we are going more in the DF direction, I would keep it strictly minion bound
(106:07 PM) Cervator: well everything is a module anyway
(106:11 PM) Josh_: Minion Bound is the way to go I think.
(106:24 PM) Cervator: wouldn't make any sense in a free style mode, could make sense in a manager mode
(1060 PM) brokenshakles: Yea, you lose the minion, you lose the skills/levels
(1063 PM) Immortius: later we will have actual gametypes and mods I think
(106:40 PM) Immortius: as combinations of multiple modules
(106:40 PM) Cervator: yup
(106:47 PM) Immortius: but, that is another story
(106:52 PM) Josh_: You can't really "Lose" the Minion
(107:01 PM) brokenshakles: Right, but you still need a system of progression underpinning it.
(107:19 PM) brokenshakles: Really? Minions can die, last I checked.
(1070 PM) Josh_: They can.
(1077 PM) Cervator: well, minions aren't really developed for realism / balance yet
(107:42 PM) Josh_: Never said they could stay dead.
(108:04 PM) Cervator: maybe one take on the setup would take the player's *estate* as the progression, rather than arbitrary player level/skill
(108:13 PM) Cervator: the bigger and fancier the estate the better minions you can support
(108:18 PM) brokenshakles: Right.
(108:44 PM) brokenshakles: Minions build the estate, the estate accelerates the rate of progression of the minions
(108:50 PM) Josh_: Minions are zone based right now.
(108:55 PM) brokenshakles: The relationship is symbiotic.
(109:10 PM) brokenshakles: Like in the Rollercoaster tycoon games?
(109:11 PM) Cervator: zones could be made by constructing appropriate rooms and such
(109:23 PM) Cervator: aw, one of the ones i didn't play
(109:47 PM) brokenshakles: Well, the estate could be bound to a root structure, such as a keep or forum
(10:40:47 PM) Cervator: yup
(10:40:59 PM) brokenshakles: Besides, thats how most RTS's are arranged, with an MCV taking the place of a keep.
(10:41:10 PM) brokenshakles: and DF is an RTS of a sort.
(10:41:26 PM) Cervator: some of my very early design ideas revolved around a portal / town hall of sorts, which could come in different scopes (estate / town / region / civilization ...)
(10:41:46 PM) Josh_: Let's not turn minion's into Sims 4
(10:41:57 PM) brokenshakles: Yea, you could also have more than one, bound up in a heirarchical structure.
(10:41:59 PM) Cervator: just grabbing some icons from the Sims and we'll be happy
(10:43:13 PM) brokenshakles: Is there a wiki page for drawing out these Ideas on something more tangible than our own musings?
(10:43:43 PM) Cervator: there were a few old write-ups in the old wiki, i've still got some backups around here somewhere
(10:43:55 PM) Cervator: we've been using Incubator threads in the forum for most the brainstorming these days
(10:43:58 PM) Josh_: If you read our convo before we already have an idea better than Estates or w/e, the zones.
(10:44:08 PM) Cervator: the wiki write-ups were never very extensive
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