Git Product home page Git Product logo

lightandshadow's Introduction

LightAndShadow

Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting

image1

License

This module is licensed under the Apache 2.0 License.

lightandshadow's People

Contributors

4denthusiast avatar aaron-harris avatar ahv15 avatar begla avatar cervator avatar darkweird avatar darshan3 avatar dkambersky avatar e-aakash avatar eviltak avatar flo avatar iaronaraujo avatar jdrueckert avatar josharias avatar keturn avatar krishnarb3 avatar msteiger avatar naalit avatar nihal111 avatar pollend avatar qwertygiy avatar sanidhyaanand avatar skaldarnar avatar stefaniamak avatar synopia avatar ujjman avatar zhouricky avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

lightandshadow's Issues

Pachisi Planes central Tao symbol

While we need the plain red/block blocks for the floor (easy) we should have something special in the center, as it might double as the roof of the secret room holding the white wand. Rather than the diamond square on the map (http://forum.terasology.org/attachments/map-png.1021/) I propose we shape a large red/black tao on the ground with textured blocks (at least 20x20, maybe bigger?)

It might be doable with straight up square full-color blocks but some diagonal two color blocks might help, if not outright circle pieces (still all in flat blocks, no special shapes needed).

A partial implementation of the issue is available at https://github.com/Terasology/LightAndShadowResources/tree/YinYang.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Dome animation improvement(s)

On noticing the subtle but sometimes sudden change in "direction" for the animated dome I get the impression it could induce discomfort for players sensitive to motion sickness. I noticed something very similar in The Division where the inventory type UI for some inexplicable reason has to move ever so slightly rather than stay still, seemingly in an unpredictable fashion.

I think it is less pronounced for greater changes. Dunno if that seems counter-intuitive.

Maybe other changes to the dome would get around this. I think it is specifically the lack of transformation (the image used for the domain remains unchanged) + the minor and unpredictable shifts in direction. So if for instance the dome graphic itself morphed over time that might remove this concern entirely. Hard to be sure.

Not considering this high priority at all, more of a thing to consider before a formal release considered ready for mainstream users. Also curious if anybody else notices it. Particularly wondering if this would be a field @LadySerenaKitty has exposure to from a usability point.

"Gray" Flora Art Asset

Idea to go with the "card suit color" flora blocks - an "unclaimed" version of the suit flowers that the player could tag with a tool of some sort to turn into flowers following their side, yielding some sort of benefit like territory claim / regeneration for nearby friendly.

Edit: There are existing faction-specific versions at https://github.com/Terasology/LightAndShadowResources/tree/master/assets/blockTiles/flora


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Black Knight Art Assets

Another model that is effectively done but needs to be exported and checked in sometime :-)

model and texture done, skeleton probably need to be redone, needs animations


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Intro Screen/Video

I found this post on narrated lore on reddit and thought it would be great to have something like that as intro to a new LaS game.
I'll keep this as a reminder. Also need to check out what's required to make this happen, e.g., change the loading screen, or add a new intro mode between loading and in-game...

Improve magic dome

The magic dome implementation has some outstanding quirks:

  • The force field push throws the player slightly in the air. If outside the dome (or still on the border after the push) the vertical velocity will add, throwing the player higher and higher into the air. One way to check for this is to make sure that the impulse does not cause the player to be further away from the center than before.
  • Instead of pushing the player always back inside the dome it may be better to push away from the sphere (-> back inside if coming from inside, further away outside if trying to get in).

Player avatar

Has a few possible solutions:

  • @SuperSnark has mentioned working on an "Adventurer" concept that the player could spawn as (would need both the concept + work for new model)
  • @glasz has offered to throw something temporary together
  • We could just use one of the existing L&S pieces like the Red Fool

Either way we'd need to actually attach the player to said model. Player already has a placeholder model in the multiplayer branch.

Could also be nice to support skinning for the "default" player model. This wouldn't affect gameplay with set models like in L&S.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Custom ChunkGenerator based on a static heightmap

We need a clone of BasicHMTerrainGenerator that reads a different heightmap that'll be used every time for L&S games. Some ideas - not sure which are appropriate for use within this chunk gen:

  • Can we draw biome detail straight from the heightmap and cut the world into the 9 distinct zones making up the world?
    Reference: http://forum.terasology.org/attachments/map-png.1021/
  • Could biomes be made to pick the correct "tree" type for the zone at hand?
  • Could static locations (the castles, villages, and central parchisi board) be placed via the heightmap somehow?

Heightmap should also be fairly small - the L&S world (starting out at least) should be pretty tiny to make it easier to deal with. Maybe investigate how the edges of the world would handle?

Related Issues

Art assets for different tree types and other environmental props:

  • Backgammon Trees (#15)
  • Billiard Bluff Trees (#17)
  • Card Crag "Boulders"(#16)
  • Domino Pieces (#18)
  • Poker Chip Trees (#9)

New generators for such trees:

  • Custom Tree Generator (#10)

Dome texture overlaps city names

Noticed by chance during unrelated testing - the texture used by the magic dome in Light & Shadow seems to draw in front of a floating city name.

That might be more of a z-order engine sorting/support issue, but I noticed it here and am not sure. Just don't want to forget - low priority tho :-)

2017-07-27 01_53_16-terasology _ alpha

Primitive combat (GelCube style)

This is intended as a minimal "combat" system using the super simple technique used for the "danger cubes". If enabled currently (via portals module, spawned by greenportal) they will actively hunt down the player and cause damage. That can probably be hacked about a bit to make them damage each other / other gelcubes / applied to L&S mobs.

This would be a temp solution that would work in the develop branch (no portals stuff converted for multiplayer yet). It should theoretically allow the two sides to send waves of symmetrical violence toward each other in perfect balance, until the player disturbs it (with health potions available!)

Maybe something learned from this can be applied to improved combat over time later. Maybe @MarcinSc will be interested :-)


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Domino Piece Environment Props Assets, Generation, and Implementation

image
Reference: https://forum.terasology.org/attachments/chessworld2-png.1018/

To give this environment prop a purpose in the game this multi-block "piece" should fall over when hit, and straighten up again after some amount of time (like grass recovering from someone walking over it). The implementation could be based on the logic we use for doors - although that currently might be flawed as well (as of 2022-01).

image

The textures could also be re-used as normal blocks so they can be used as roads in the "Domino Dominion" section.

Checklist

  • art assets (block tiles)
  • multi-block structure (placement, destruction as one object)
  • "fall over" functionality when hit?

Tree Generator

A custom tree generator for new poker trees described in #9 would be a welcome addition. The closest example class to "clone" might be org.terasology.world.generator.tree.TreeGeneratorLSystem.

The functionality could be as simple as picking between a couple different block variants in the same simple shape. Alternatively, a tree blueprint/grammar system to help support other tree types (similar to the StructureTemplates module) might be needed.

Very basic growth sim

This isn't meant to be a "fancy" growth simulator of any sort, but a simple "check for crops every minute or so then increment the growth stage" to go with the art assets in MovingBlocks/Terasology#580.

Should be fairly straight forward. Could be done with the ES using GrowthComponents attached to the crops and a System checking anything with a growth component once in a while and adding another block of height. Not sure if that would cause too many entities. Or just one per crop type + next gen ES magic in the multiplayer branch to get all fitting blocks in a chunk?

Could also adapt the door / diamond ace for the multi-block approach so the whole thing breaks as once. Or alternatively the billboard check used to make grass "break" if the supporting block is broken. In theory you could possibly harvest only the top of the plant and leave the lower blocks in place?


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Command Map

This one could be fun and impressive!

We currently have the "Miniaturizer" - mods\core\assets\prefabs\miniaturizer.prefab

It creates a miniature chunk of a selected area (by player tool) shrunk down to about a single block's size.

Rather than allow command & control of creatures via a separate map GUI / overlay you have to pull up (think some of the fancy FPSes that allow that) imagine having an actual "map" of the world, placed on a large table, in the throne room, in front of the commanding king ...

Now modelling the entire world in a mini chunk would be a tall order, but if the world is small enough and we allow the minituarizer to be less granular for its detail level (really half-way between the current mini chunk and the world's backing heightmap) I bet it could be done. Heck we might just need a fancy heightmap showing nicely in-game instead.

The current sort of "holographic" look of a mini chunk might even work in our favor. Some notes:

  • Start by supporting a granularity setting in the current miniaturizer - maybe one mini block per real chunk would be a decent ratio for a world map? L&S world should start small ..
  • Support having the map update (and initially generate) slowly - hardly needs to be real time (slow background task? Could take many minutes to fully initialize) and if one block = one chunk we can probably be smart about when updates happen. Don't really care about small changes either, just when somebody blows the top off a hill or topples a tower
  • Support showing landmark tokens / captions on the map (probably baked into the original heightmap)
  • Support showing structure markers on the map when a player manages to build (and make "official") a tower or other structure
  • Support showing tokens on the map of specific creatures (or squads if that eventually makes more sense) that we care to track (the chess pieces)
  • Support a command interface right on the map in-game, no separate GUI screen necessary. Maybe the edge of the map table has spots for unit types, first click spot to select unit, then click map to issue move/attack order

Crazy, I know! If only GitHub supported rainbow post ratings.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Flora Generator

A flora generator to use the custom L&S flora art assets requested in #11 is nice to have and should be a fairly simple modification to a similar system in the Core module, modified to use L&S-specific blocks. See MovingBlocks/Terasology#544 for some legacy discussion on the subject.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Card Crag Environment Props Assets and Generation

While these are realistically more likely to be a type of boulder from the engine side. it would still be the easiest to seed them as trees via #10. Picture them as large rounded rectangle slabs stacked up against each other like card houses - there's probably a way to pull that off with some nice shapes. The textures for the trees could be either plain white/gray or full-on playing cards (although that might make each "card" quite large).

image
Reference: http://forum.terasology.org/attachments/map-png.1021/

Collection quests

Basic starter quests simply consisting of the traditional "go fetch me 10 x!" in this case likely minerals, flowers (#11), or blocks from the assorted "trees"

Completion should be acquiring enough of block x then returning to a location. Reward should be spawning some friendly NPCs (later on we can get fancier and have more of a "tech tree" that could also give bonuses and so on)


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Class lineup and effects

Like #40 but for the chess piece "Classes" - including graphic detail "cards" to show them and their abilities that we can use for documentation and help in-game. SuperSnark already working on it

Might go something like this - keeping in mind the idea that the player can either spawn as or possess the different chess pieces to adopt a class akin to in FPSes

  • Pawn = Standard grunt, low death penalty, always free. Could be the only class to later be able to work siege engines? To give them something unique. Maybe the player embodying a pawn enables squad command.
  • Rook = Tank / "Heavy". Bit more expensive, fair bit more powerful. Slow. Built-in battering ram?
  • Knight = Mobile and fast. Ideal for side quests / gathering materials for the war effort ;-)
  • Bishop = Ranged attack (bowman?). I'm amused by the idea of making them Warhammer 40k "tech priests" to handle engineering duties ;-) SuperSnark might be wanting a separate engineer though :D
  • Queen = Ultimate fighter with both a powerful ranged attack that can help destroy walls/towers and a powerful melee attack probably focused on decapitation ("off with their heads!"). Likely very expensive to play / ultimate attack.
  • King = Commander. Stays back in the throne room. Might manage #39.
  • Fool = Total wildcard. Arbitrary, able to fill any role at mediocre strength. Possible role the player starts as?


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

"MacGuffin" block for each side (capture the flag style)

Each side needs a "flag" of some sort in the very center of their base. A "MacGuffin" is some arbitrary object the other side really REALLY wants, not necessarily for any obvious reason. This could be as simple as a flag block, a shaped block (a big card symbol for each side?) or something more fanciful.

Ideally it should be a single block, optionally shaped. That allows the player to break the block and pick it up, triggering an event from the quest module.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Black Pawn Art Assets

Need the right files for the Black Pawn in the right places ๐Ÿ™‚ Based on an oreon miniion we need:

  • Animation in .md5anim format.
  • Materials file in a .mat file format. This is one of our simple file/asset (text) formats that references the texture png.
  • Prefab that ties everything together.
  • Skeletal mesh in .md5mesh format - the model itself.
  • Texture png - the UV mapping thing that gives the model its skin.

Some working placeholders with minimal content are present in https://github.com/Terasology/LightAndShadowResources/tree/master/assets as a simple example. If left as "oreon" in the prefab's Spawnable, a placed "portal" will spawn the creature occasionally.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Custom map support

Add support for custom (user-made) maps, stored in a directory besides "savegames" in the program data dir. Users should be able to simply drop new height maps into that folder.

  • Read in all height map files (*.jpg, *.png, ...) from a folder and display in list when starting a new game
  • Show a preview of the selected map
  • Support subfolders and additional information files (e.g. myMap.jpg and myMap.txt)
  • Offer (random) procedural maps


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Tower turret blocks

Depends on MovingBlocks/Terasology#590 which itself likely depends on multiplayer, but it is possible we can do the art assets early and at least pretend the blocks can shoot arrows in the meantime :-)

Idea is that these turret blocks will be placed by players in towers (possibly with a few initial towers placed in the world on startup) and be the main defense against enemy NPC waves.

The power of the turrets should be able to vary both on quality of materials (upgradeable) and the possible addition of an actual power system (#44)


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Circuitry to help power turrets in towers

Idea from earlier that the defense towers in L&S should be powered by natural power sources the player has to hook up to turret blocks in built-towers. Turrets should be able to vary in strength based on the quality of the power supply and players should be able to sabotage the power supply as well


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Red Pawn Art Assets

Need the right files for the Red Pawn in the right places ๐Ÿ™‚ Based on an oreon miniion we need:

  • Animation in .md5anim format.
  • Materials file in a .mat file format. This is one of our simple file/asset (text) formats that references the texture png.
  • Prefab that ties everything together.
  • Skeletal mesh in .md5mesh format - the model itself.
  • Texture png - the UV mapping thing that gives the model its skin.

Some working placeholders with minimal content are present in https://github.com/Terasology/LightAndShadowResources/tree/master/assets as a simple example. If left as "oreon" in the prefab's Spawnable, a placed "portal" will spawn the creature occasionally.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Victory condition quest

To go with the MacGuffin in #22, we need an actual "victory quest" which likely is bringing said item back from the enemy base to the home base and placing it in the very inner sanctum next to the home MacGuffin.

If the player picks up the enemy MacGuffin the quest should remain active either until victory or the player is killed, in which case the quest should trigger a failure (but not game defeat) condition where the MacGuffin either spawns where the player died or reappears back home.

Could also be traditional CTF where the item drops and any player can pick it back up - if a friendly then the object warps back home immediately.


Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

Poker Chip Tree Art Assets

We need block shapes and textures to support the poker chip trees - concept art at https://forum.terasology.org/threads/las-light-and-shadow-art-discussion.762/#post-7537 . The "crown" of these trees should be about 3x3x1 and in theory they could be octagonal with just a simple slope in each "corner". Individual textured blocks would be fitted together by a custom tree generator.

Asset target location: https://github.com/MovingBlocks/Terasology/tree/develop/mods/lightAndShadow/assets

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.