Created
October 9, 2019 16:17
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• IntelliJ Plugin | |
• Automatic file templates | |
• Javadoc Templates | |
• Event linking | |
• Asset↔Class linking | |
• Components | |
• Blocks↔Image linking | |
• UI files | |
• Validation of correct names | |
• (advanced) Displaying ui design | |
• Doc site touch up (metaterasolgy) | |
• Split into a player vs dev focused half | |
• Move across the Tutorial Repos | |
• Add in missing snippets of information | |
• eg, optional system registration | |
• Entity | |
• Add in some "best ways to do _xyz_" tips | |
• Delay manager for, well delays and periodics | |
• Improve site visibility/link to in more places | |
• Link future Module Site to player guides | |
• Let users submit their own guides | |
• Tower Defense work | |
• Improve visuals | |
• Also add flavour text/lore/etc | |
• Rebalancing damage/cost/health | |
• Bug fixes | |
• Rework effects to use Alternation Effects. | |
• This would depend on ↓Effects Overhaul↓ | |
• Extracting Shop and Upgrade into modules | |
• Handling multiplayer properly | |
• Handling player combat as an option | |
• Option to "embed" defense fields into a world | |
• Use a plugin to support world gens | |
• Automatically handled by selecting world gen | |
• Block Graphs work | |
• Finish off existing work | |
• Build graphs from placed blocks | |
• Handle graphs with no/minimal delay | |
• Use a priority queue for which packets to route? | |
• Integrate/use in Pipes and other modules | |
• Javadocs for Terasology | |
~ This would depend on the plugin most likely ~ | |
• Template for Event Handlers | |
• `@see` event | |
• `@see` crucial components (@link? @param?) | |
• "Called when <brief 1 line summary>" | |
• "Filters on omponents <ones it filters by>" | |
• "<brief description of what the handler does>" | |
• Template for Systems | |
• Detail purpose | |
• Detail services it offers (if it can be `@In`-ed) | |
• Template for Events | |
• Detail when they are supposed to be sent | |
• Detail effects of "consuming" them | |
• Template for Components | |
• Detail intent of data it's storing | |
• Detail "prefab" scope fields | |
• Bot for Discord | |
• Add admin commands | |
• Search up/link modules | |
• Admin level server commands? | |
• Admin level Jenkins commands? | |
• Mostly should link to ↓Github Gamified↓ | |
• Gamify Github | |
• Track contributions | |
• Contributions in different areas level those up | |
• Discord Roles over set level | |
• Forum Titles over set levels | |
• Additional permissions at levels? | |
• Focused "Mini-Hackathons" | |
• Prizes for achieving goals | |
• Utilise/Investigate OSS freebies/discounts | |
• Tries to incentiveise working on Terasology | |
• Project wide static analysis site | |
• Search through for Components/Events | |
• Include Usages & Definitions | |
• Automatically search for prefab changes in PRs | |
• Automatically search for API changes in PRs | |
• Also search for Prefabs, Blocks & Categories | |
• Performance Enhancements | |
• Vector Pools to reduce GC | |
• Optimising specific subsystems that run a lot | |
• Looking at DelayManager in particular | |
• Tightening underlying ECS | |
• Delay this until post Gestalt changes | |
• Potions/AlterationEffects/SimpleFarming/Cooking | |
• Weed out superfluous potions | |
• Ensure they all have working alteration effects | |
• Take stock of existing Alteration Effects | |
• Rework to use stack based effects if needed | |
• Rework forward facing API if needed | |
• Make Potions craftable | |
• Ideally use categories to reduce dependencies | |
• Link in with Herbalism? Replace?? | |
• Link up/Into Cooking | |
• Also link this and cooking to SimpleFarming | |
• Investigate the state of SimpleCrafting | |
• Scrap and use existing? | |
• Finish reworking? | |
• Restart with a better foundation? | |
• Cotemplate existence itself? | |
• Can we include Genome | |
• Allow breeding for better herbs/potions | |
• Allow breeding for better food | |
• Health/Anatomy (& Combat) | |
~ Is this needed/finished with the GSoC project ~ | |
~ Should be done as of GSoC 2019 ~ | |
• Extract from Core & Engine | |
• Seperate out Block and Entity "health"? | |
• Allow to be overridden by "Anatomy" | |
• Modules don't care if Anatomy is overriding | |
• Unless they do care | |
• Combat should handle both through Optionals | |
• GooeysDepths | |
• New complete and solo Gameplay Template | |
• _Large_ focus is integration with other modules | |
• Eg, add Farming and bam, hunger mechanic | |
• Eg, add Potions and bam, they start spawning | |
• Eg, extra Equipment and bam, appear as loot | |
• Undeground world full of cavernous caverns | |
• Infinite in all directions. | |
• Almost like a honeycomb structure | |
• Different areas have different biomes. | |
• Eschew realism. | |
• Beach biome despite a lack of oceans | |
• Cave biomes despite no above ground | |
• Make areas unique and flavorful | |
• Primarily dungeon crawling & boss focused | |
• Have a home base and keep sandbox style | |
• Find new gear → kill harder stuff → repeat | |
• Tiered bosses/dungeons | |
• More distance from spawn → harder | |
• Specific bosses spawn at set distances | |
• Progression that leads up to a finale | |
• Use a plot to drive progression and engagement | |
• Doesn't need to be an in depth lore plot. | |
• Conveys the justification for the boss killing | |
• Can be somewhat simplistic as not the focus | |
• Destination Sol | |
• Current game is lacking | |
• Has the technical elements of the game | |
• Eg, combat, shops, factions, mercs | |
• Lacks an overall cohesion | |
• There is a lack of purpose when playing | |
• Needs balancing and thought put into systems | |
• Planet side combat is way to hard to control | |
• Plot and Lore required for this type of game | |
• Alternatively needs to be much simpler | |
• Has gone from Arcade to higher complexity | |
• Mechanics need to be re-evaluated | |
• Concept of realistic spaceflight is fine | |
• But takes away from playing the game | |
• Use upgrades to 'gate' content, rather than walls | |
• Add system that makes planet flying easier | |
• eg, auto aiming and firing | |
• eg, auto hovering/flight | |
• Only available when player can handle planets | |
• Through high cost, or materials, or quest | |
• Players could always _access_ planets | |
• Plot driven gameplay and storytelling | |
• Lean into games name | |
• Provide a substantial enough hook | |
• Needs to support game & also mods | |
• Have distinct goals and progression | |
• Incorporate existing game mechanics | |
• New mechanics | |
• Maintain simplicity and ease of use | |
• Maintain an arcade feel where possible | |
• Expose enough to mods for them to utilise it | |
• Project Baritone | |
• Minecraft based pathfinder. | |
• Attempt to split pathfinder and world data | |
• Allow it to take Terasology world data | |
• Use in AI, especially NPC |
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