Project Overview

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
Okay guys, this is going to be overview of the whole TS project. You will hopefully find information about who is working on what, what are the threads you might be interested in, who is the contact person for a specific topic and so on.

I would highly appreciate your help/contribution to this thread by giving me PMs or leaving comments beneath so that I can constantly update this post to keep it up to date/ add new information.

Overall Organization:
- Contact Persons:Cervator
- Git Dev Setup instructions​
- Code Style Conventions : IMPORTANT!!!​
- Incubator : all things currently under development/refinement.​
- Math Lib : Call for feature request!!! There is currently a call for feature request running regarding the math lib. So if you have any wishes …​
General Coding:
- Contact Persons: begla, Immortius, Kai Kratz, mkalb, x3ro, Cervator
- Asset API : Sooner or later you'll get in contact with this ;)
- Entity System Concepts : An introduction to the entity system. For more detailed information on how to use it, have a look at Entity System Architecture.​
- Logging : Explanantion of the Logging-System.​
- Launcher : Download and update the game with a launcher application (Curator: @mmkalb@MMrBarsack@SSkaldarnar/INDENT]​
General Content:
- Books and Bookcases : Adds books and bookcases to the world, allowing users to read (and write?) books as well as storing them in bookcases. (Curator: @B!0HAX)​
- Status Effects : System to apply status effects to the player (and others) mainly through the use of potions. (Curator: @B!0HAX)​
Blocks:
- Per-block data storage : What core data do we store at a per-block level? Block ID, light values, extras​
- Blockinator : (Contributor/Curator needed!)
- Block Entity : architectural discussion by @IImmortiusnd @Marcin Sciesinski​
Crafting System: ironchefpython, eleazzaar
- Crafting : The way(s) by which you create new things in-game (Curator: Adeon
Architecture: Immortius
- Physics Arc : The Physics Arc covers a range of improvements to how collision and physics is done within Terasology.​
- Modding Arc : The modding arc covers a range of improvements aimed at providing basic mod support without having to change the engine itself.​
- Games Modes Config : how do you select and possibly later tweak what makes up a game mode (or "world options"). Based on some kind of modding system.​
- Entity System Architecture : The entitiy system is the core system for game logic. Its flexible and easy to expand.​
- Multiplayer Arc : recent updates on multiplayer​
Frameworks:
Combat Framework: aherber
- Combat Framework (Incubator) : Technical combat system that'll be able to support actual combat content​
- Anatomy : My fit best in the combat framework section - some thoughts about granular damage zones.​
Skeletal Animation System: begla, Immortius, Louis Melling
- Skeletal Animation System : Framework for supporting models with animated limbs that can dynamically change in-game (not just baked into a model object). Hopefully should be able to support in-game creation / tweaking​
Graphics/Rendering/3D:
- Contact Persons: begla, Immortius
- Preview Renderer : A tool for rendering smaller block structures in a spinable view. Maybe a good starting point for project participation. (awaiting a curator!)​
- Oculus Rift​

User Interface (UI):
- Contact Persons: Adeon, x3ro, miniME89, overdhose, Josh
- Future GUI : Thoughts on GUI elements and how they should be managed (e.g. mods can expand the UI using JSON definitions, ...)​
- Input options and UI : An options UI providing game settings and in particular custom key bindings​
- Games Modes Config : Enhance Start Playing / Create World GUI pieces with more world options (like the flat world option)​
- GUI Layout : Coming up with the central design for GUI components on the main player screen​
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
Artificial Intelligence (AI):
- Contact Persons:Perdemot, overdhose, Josh
- Villages Concept and Stuff : NPC AI for urban areas as villages and cities. Have a special look at posts by Perdemot.​
- Miniions : Deals with interacting with creatures beholden to your will for some reason. Comes with a menu bar and context options for commands​
- Path Finding : Approach to a fast path finding algorithm, usable by mods - synopia
World Generation:
Biomes and Map Generation:
- ContactPersons: Nym Traveel, overdhose, dacresni
- Biomes and map generation : Discussion about biomes and how they should be generated/organzied/...​
- Terrain ideas : Also a thread started by Nym Traveel, concerning different ideas on terrain generation/appearance.​
- World generation : Next-gen world generation prototype using fancy tech like polygon-based island shaping etc. Also world shape. Out of scope: Individual generators below the Biome level​
- Perlin Setup : configuration menu for the Perlin noise terrain generator by MPratt

Villages and AI:
- Contact Persons:Ten'son', Skaldarnar, Perdemot
- Villages Concept and Stuff : Newest thread about city and building generation as well as NPC AI in urban areas. (current)​
- Villages and AI : Some thoughts on races and villages and how they could fit into TS. It's quite old, thus you find a forwarding post to the above mentioned thread.​
- Cities and villages : This thread deals with the multiplayer approach of TS and how villages could fit into it.​
- Skaldarnar : My introduction thread with some information about procedural architecture and how it might be used in TS.​

Plants:
- Contact Persons: ddr2, woodspeople
- Plants and growth : thread about an organic growth simulator. The simulator already exists (written in Python) - ddr2 is going to port it to Java.​
- Sub-block billboard plants : Discussion about plants and how they should/could be displayed.​
World Theme/Story:
- Contact Persons: SuperSnark
- World theme and Backstory : Putting some consistent flavor and style into the world. Further maturation of the world / game itself, Creature Definitions, more models, etc​
- Lore : new Thread by SuperSnark providing background information on races/religions and so on​
- Light & Shadow : story and art thread for the first game mode​
Mods:
-Manus Lenoni's Purple Hand of Doom : An example mod concept matching overdhose desire for a Dungeon Keeper-like disembodied hand usable to motivate minion creatures in various ways (primarily by cartoony slapping) - flavored a bit name-wise!​
- Expressive Bob : Implement swapable face features on a model. (Curator: glasz)​
- Candy stuff : The cake is a lie! Maternal
- TorchLife : mod by APexPanda
- Light & Shadow : Incubator for implementation details​
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
Art/Design:
- Contact Persons:glasz, woodspeople, A'nW, eleazzaar
- Art Meeting on IRC (Sep-15-2012)​
- Artistic Style : Poll & Discussion​
- Unified Graphics Style : Discussion about how TS can become a unique game regarding the graphics style. You can find some kind of Design Guidelines for models in this thread.
- Another Scale : Another approach to differentiate TS from Minecraft. A discussion about block size/player size is going on there right now.​
- Texture Size discussion​
- Foreign Art Collection : Discussion about using foreign art (like CC licensed stuff)​
- Inspiration Tips can be found (and posted) here. This thread is for links to interesting websites/book references/related art you found somewhere/....​
- Minerals Overview : Overview of Minerals, their occurence, hardness, ...​
- Light & Shadow : Again, art and lore thread​
Creatures/Characters/Monsters/NPCs:
- Model Archive : ALL models should be linked in this thread!!!
- Creature definitions : Top-level discussion on creatures and how to define them - what might they do, how might they work, etc​
- Player/ NPC models : mainly about character generation (of the player's character)​
- Monsters : Global discussion about monsters in TS. Some models are linked here.​
- Animals : The right place for animal wishes, drawings/sketches and models. Notice that models should be linked in the Model Archive as well.​
- Models/ Concept Art/ Creature System : another thread about models and concept art​
- Oreos : Our new little companions. Gooey might be jealous. Maternal
Music/Sound:

Art requests:
- Mascot/Logo/Badges (answered)​
 

begla

Project Founder and Lead Developer
Contributor
Architecture
Logistics
Yey! My name is on that list! :laugh:
 

Kai Kratz

Witch Doctor
Contributor
Architecture
Logistics

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
UPDATE: (12-09-2012)
-----------------------------------------------------------------------
- Added Graph for Blocks to the list as Minerals Overview (Art/Design)
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
UPDATE: (02-03-2013)
-----------------------------------------------------------------------
* Updated the crafting entry, added curator.
+ Added Josh to AI and UI section because of his work on miniions.
+ Added the Candy Stuff by Maternal to mod and art/creature section.
 

Josh

Member
Contributor
Hunter
:O you forgot me in AI, and possibly UI since I'm kind of working on that with Minion's too. Not as much as Overdhose but it's progress :D. Also under creatures and stuff Miniion's should be there since it goes with that unless that's stated for Art. Anyway, this list seems very useful to new comers :D
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
Thanks Josh, I need such kinds of posts to keep the list up to date... makes it a lot easier :)
The miniions itself are more or less just AI related at the moment, since the system in the background should provide the basic behavior for your little companions. The miniions behaviour should be mapable to any other creature later in the game (at least I think so :D )
But I should add the oreos to the art section as well :rolleyes:
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
UPDATE: (06-17-2013):
-----------------------------------------------------------------------
- removed latest dev meeting (outdated)
- removed rendering update (outdated)
* updated Launcher reference
+ added Block Entity discussion to *Blocks*
+ added Multiplayer Arc to *Architecture*
+ added Block Networks to *Frameworks*
+ added Path Finding to *AI*
* added Perlin Setup at *Map Generation*
+ Added Light & Shadow to *World Theme* and *Art/Design*
+ Added TorchLight to *Mods*
+ Added Android/Ouya and Leap Motion to *Frameworks*
 

Skaldarnar

Development Lead
Contributor
Art
World
SpecOps
@vampcat believe me, maintaining it is a really hard task, especially since the project got bigger and not smaller over the years. Although I'd like to have an overview like this at hand, keeping it up to hand is way more time consuming than one would think…

In case anybody wants to take up that task, feel free to do so :) We can stick this thread at any time again, so there is no technical reason not to do it :p
 
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