Land OF Terra is Module pack which goal is create Roque-like rpg game experience. It draws inspiration from Dungeons & Dragons, Nethack, Slash'em, Dwarf fortress, Diablo, Skyrim, Tales of Maj'Eyal,minecraft and its hundreds of different mods. Idea is create Multidimensional open and dynamic fantasy world whit beautiful graphics like Skyrim has, where just exploring itself is satisfying. While game won't have ultimate goal expect surviving if you are player. world will be populated whit dungeons, villages and such in style of dwarf forest. World will have much of different creatures of which some will be heavily over powered and some plain weird in style of nethack. Creatures will each have their of unique Most objects in game will also be destructible and can be created by act of crafting. While crafting will be necessary for surviving, most of things can also be obtained by merchandize or looting dungeons. This all should create game play where you need to use your brains, think before acting and use strategies in order to survive.
World will have it of setting and background story. World will have clear rules of “physics”, but these rules will be extended whit concept of Thauma(more cool name for magic) to allow phenomenons that don't exist in Real life. Thauma will be clearly defined to define rules how it works. Every thing that happens in game world will follow rules of “physics”(same as real life) and rules of Thauma. Tough to make game play fun and enjoyable Differences to reality will be created whit defining rules to Thauma. Example: creatures don't die from sword hit to vital organ(if creature is “strong” enough and attacker “weak” enough) due rules of Thauma(which needs to be defined).
Curator:Esereja
Current Version: Pre Alpha 0.01
Features:
Dynamic Multidimensional open world.
Crafting whit grand and long tech tree
Heavily penalized death(Can be configured how penalized or even permadeath if wanted so)
Stats(Strength, Dexterity, Constitution, Thaumaticy, Willpower, Perception, Charisma, Luck)
Skills whit skill trees (like crafting, ranged weapons, necromancy...)
Perks (like water breathing, hard skin. Learned or birth modifiers)
Different play modes, in same world(Creative, Adventurer(survival whit invite lives), permadeath, quick play)
Alignment(modified from D&D)
Factions
Religions/cults
TODO & ROADMAP:
links:
https://github.com/Terasology/LandOfTerra (has code and tech-tree diagram(ArgoUml), Game play Mechanics diagram(ArgoUml) )
I will keep updating first post to have full description and task list.
World will have it of setting and background story. World will have clear rules of “physics”, but these rules will be extended whit concept of Thauma(more cool name for magic) to allow phenomenons that don't exist in Real life. Thauma will be clearly defined to define rules how it works. Every thing that happens in game world will follow rules of “physics”(same as real life) and rules of Thauma. Tough to make game play fun and enjoyable Differences to reality will be created whit defining rules to Thauma. Example: creatures don't die from sword hit to vital organ(if creature is “strong” enough and attacker “weak” enough) due rules of Thauma(which needs to be defined).
Curator:Esereja
Current Version: Pre Alpha 0.01
Features:
Dynamic Multidimensional open world.
Crafting whit grand and long tech tree
Heavily penalized death(Can be configured how penalized or even permadeath if wanted so)
Stats(Strength, Dexterity, Constitution, Thaumaticy, Willpower, Perception, Charisma, Luck)
Skills whit skill trees (like crafting, ranged weapons, necromancy...)
Perks (like water breathing, hard skin. Learned or birth modifiers)
Different play modes, in same world(Creative, Adventurer(survival whit invite lives), permadeath, quick play)
Alignment(modified from D&D)
Factions
Religions/cults
TODO & ROADMAP:
Alpha 0.02
-Custom terrain generator using Modules: BoundlessWorld module, Growing flora, Plant pack [esa-petri]
Alpha 0.05:
-Import Minecraft style player model in game [nobody]
model is on art forum in minecraft style
Alpha 0.20:
-Fire module [Nobody]
Module that simulates fire, burns blocks that are marked to be burnable. I am not sure what is wiset way to do this, as we don’t want every burnable thing to be entity. And burns(first damages then on dead replaces whit ash or coal) entities that have burnable component. Spreads all around in some sensible cpu friendly way turning ground in burned ground.
-Port Inventory crafting from WaS [Nobody]
to enable crafting stuff without crafting tables or similar at beginning of game
-import Workstation module [Nobody]
for thing where it is more suitable than next one.
-import machines module [Nobody]
-Grid based crafting module [Nobody]
To enable crafting we all know from minecraft.
-Requirement based spawning system [Nobody]
To spawn "wild" creatures in Nature based on their normal environment. It should slowly repopulate areas that are looted empty.(and in our case spawn first live on our world)
-Stats Module [esa-petri]
Quite easy to do module. Pure mathematics. Create comandline commands to set stats. And stats update rest thing related to them when they change.
-Skill module [Nobody]
enables having skills(like Axes) which each has its own experience, when skills is used by using abilities skill gains experience and experience can be used to “buy” new abilities. Also all skills increase main experience which can be used to raise stats or unlock skill trees or unlock status modifiers.
-Status module [Nobody]
this enables thing like all modifiers to player like poisoning, flying, stone skin, water breathing and so on. This also enables “perks” continuous modifiers like brain malfunctioning that lowers willpower or weakness to something Or claws whit enables skill tree and so on. In practice this is database of creatures modifiers.
-Combat frame work [Nobody]
Create simple combat framework based on bounding box (or better if available). Ideas for damage calculation and similar available earlier at post.
-Weapon pack [Nobody]
create weapon back to get use of combat framework
In fancy future version x.xx:
-Lot of models
I wish personaly style that is cuby and works whit player model, but have artistic freedom to create what you feel is best. Models for everything is needed.
-Import Cities and join it as of terrain generation
-Land manipulation commands
In game commands to fill geometric forms whit chosen blocks. To same whit shell being different material than center and so on. Cities rasterisation code might be good place to look ideas. Also frame work to select custom areas and fill them custom blocks, to copy, cut and paste, is needed. Also we need way to export to file and import from file selections. These same files can then later on be used to create custom dungeons and stuff.
-procedural dungeon generation module
-import fluid module
-Water simulation
-import Minimap
-Alignment module
Defines alignment for all creatures. Defines rules how alignment changes, what action are allowed for certain alignments and so on...
-Relation Module
Show relation between creatures(hostile, neutral, friendly and so on) and forbids attacking friendly, neutral creature without confirmation. This can be configured not ask if needed. Idea is to stop accidental attacking. This should be basis for higher social framework.
-Group Module
enable player create groups, group members can't leave group without punishment if he kill other Group member and that member wants punishment.
-Factions Module
enable player to join, leave faction(a group of people whit same goal, means same as guild). Player inside faction are neutral towards each other. Each faction can have different rules but normal enemies of faction are enemies of members of faction. Fighting between members of faction can be disallowed expect dueling.
-Dimension support in Terasology Engine
-Custom Sky box mechanism in Terasology Engine
-ALL REST
-Custom terrain generator using Modules: BoundlessWorld module, Growing flora, Plant pack [esa-petri]
Alpha 0.05:
-Import Minecraft style player model in game [nobody]
model is on art forum in minecraft style
Alpha 0.20:
-Fire module [Nobody]
Module that simulates fire, burns blocks that are marked to be burnable. I am not sure what is wiset way to do this, as we don’t want every burnable thing to be entity. And burns(first damages then on dead replaces whit ash or coal) entities that have burnable component. Spreads all around in some sensible cpu friendly way turning ground in burned ground.
-Port Inventory crafting from WaS [Nobody]
to enable crafting stuff without crafting tables or similar at beginning of game
-import Workstation module [Nobody]
for thing where it is more suitable than next one.
-import machines module [Nobody]
-Grid based crafting module [Nobody]
To enable crafting we all know from minecraft.
-Requirement based spawning system [Nobody]
To spawn "wild" creatures in Nature based on their normal environment. It should slowly repopulate areas that are looted empty.(and in our case spawn first live on our world)
-Stats Module [esa-petri]
Quite easy to do module. Pure mathematics. Create comandline commands to set stats. And stats update rest thing related to them when they change.
-Skill module [Nobody]
enables having skills(like Axes) which each has its own experience, when skills is used by using abilities skill gains experience and experience can be used to “buy” new abilities. Also all skills increase main experience which can be used to raise stats or unlock skill trees or unlock status modifiers.
-Status module [Nobody]
this enables thing like all modifiers to player like poisoning, flying, stone skin, water breathing and so on. This also enables “perks” continuous modifiers like brain malfunctioning that lowers willpower or weakness to something Or claws whit enables skill tree and so on. In practice this is database of creatures modifiers.
-Combat frame work [Nobody]
Create simple combat framework based on bounding box (or better if available). Ideas for damage calculation and similar available earlier at post.
-Weapon pack [Nobody]
create weapon back to get use of combat framework
In fancy future version x.xx:
-Lot of models
I wish personaly style that is cuby and works whit player model, but have artistic freedom to create what you feel is best. Models for everything is needed.
-Import Cities and join it as of terrain generation
-Land manipulation commands
In game commands to fill geometric forms whit chosen blocks. To same whit shell being different material than center and so on. Cities rasterisation code might be good place to look ideas. Also frame work to select custom areas and fill them custom blocks, to copy, cut and paste, is needed. Also we need way to export to file and import from file selections. These same files can then later on be used to create custom dungeons and stuff.
-procedural dungeon generation module
-import fluid module
-Water simulation
-import Minimap
-Alignment module
Defines alignment for all creatures. Defines rules how alignment changes, what action are allowed for certain alignments and so on...
-Relation Module
Show relation between creatures(hostile, neutral, friendly and so on) and forbids attacking friendly, neutral creature without confirmation. This can be configured not ask if needed. Idea is to stop accidental attacking. This should be basis for higher social framework.
-Group Module
enable player create groups, group members can't leave group without punishment if he kill other Group member and that member wants punishment.
-Factions Module
enable player to join, leave faction(a group of people whit same goal, means same as guild). Player inside faction are neutral towards each other. Each faction can have different rules but normal enemies of faction are enemies of members of faction. Fighting between members of faction can be disallowed expect dueling.
-Dimension support in Terasology Engine
-Custom Sky box mechanism in Terasology Engine
-ALL REST
links:
https://github.com/Terasology/LandOfTerra (has code and tech-tree diagram(ArgoUml), Game play Mechanics diagram(ArgoUml) )
I will keep updating first post to have full description and task list.
Last edited: