Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting
This module is licensed under the Apache 2.0 License.
Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting
License: Apache License 2.0
Light & Shadow is an experimental game type set in a quirky Alice in Wonderland inspired setting
This module is licensed under the Apache 2.0 License.
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
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:
Crazy, I know! If only GitHub supported rainbow post ratings.
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Concept art in thread - needs a model as well as tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
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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).
The textures could also be re-used as normal blocks so they can be used as roads in the "Domino Dominion" section.
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
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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).
Reference: http://forum.terasology.org/attachments/map-png.1021/
Doot.
Need the right files for the Red Pawn in the right places ๐ Based on an oreon miniion we need:
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.
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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.
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Something that would look awesome as an animated model floating in the air a few blocks above the white wand:
Naturally it would be black/red instead. Maybe a custom model roughtly 3x3x3 in size that is fully animated like the gif?
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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.
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
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Rather than the standard flowers currently present in the game we could create custom flavourful flowers representing the 4 different suits of cards as flowers. This might also include some appropriately colored grass types.
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Concept art in thread; model, texture and walk animations done by @glasz - needs weapons/tools and additional animations.
https://forum.terasology.org/threads/light-and-shadow.762
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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.
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Need the right files for the Black Pawn in the right places ๐ Based on an oreon miniion we need:
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.
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OFF WITH THEIR HEADS!
This is already almost done by @glasz - see MovingBlocks/Terasology#569 for details.
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Another WIP model - needs tools/weapons and animations.
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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
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Please ignore
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.
The magic dome implementation has some outstanding quirks:
Light & Shadow used a custom block breaking overlay, as visible in MovingBlocks/Terasology#1064 - we need to re-apply that sometime. Should be easy :-)
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Has a few possible solutions:
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.
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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
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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)
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Another type of tree the L&S tree generator (#10) could place in the world - see http://forum.terasology.org/attachments/map-png.1021/ for a reference. The tree might have very steep slopes going from a 2x2 square at the bottom to a tip 3-4 blocks up, with plain white/black blocks and a reverse trunk.
Concept art in thread - needs a model as well as tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
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Pretty straight forward: A block that looks like a 6-sided die, with the appropriate number of dots per side ;-) Would be hilarious to base damage on the side of the die that hits the target, but let's not go crazy...
A dice block asset has been created for the Add A Dice tutorial - it may be added to L&S using the assets at https://github.com/Terasology/LightAndShadowResources/tree/master/assets/textures.
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...
Log: http://pastebin.com/V3ingzeZ
logs/shaders folder: http://www4.zippyshare.com/v/bPimObkx/file.html
Thanks for replying.
@synopia has been previously working on a pathfinding module. Hoping to make that part of round one when we have creatures to move around :-)
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Another model that's almost done (needs more animations, tools and weapons).
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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.
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Concept art in thread - previously worked on by @glasz, still needs tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
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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.
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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:
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?
Art assets for different tree types and other environmental props:
New generators for such trees:
Concept art in thread - needs a model as well as tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
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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?
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This is mainly a research piece meant to result in a write-up, possible graphic material / help screens for use in-game.
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A simple textured floor decoration for the "Carrom Corner" section of the map (see the star in the middle). The buildings could be implemented by simply placing red/black blocks (though these are also a WIP ๐)
Reference: https://forum.terasology.org/attachments/map-png.1021/
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)
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While these trees look more like boulders, it's easier to think of these as trees as that's an easy way to place them in the world (via #10). These should be a simple large sphere made out of multiple smaller shaped blocks - the shapes from poker trees (#9) might be reused here.
Reference: http://forum.terasology.org/attachments/map-png.1021/
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 :-)
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Concept art in thread - needs a model as well as tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
Was previously worked on by Basilix: https://forum.terasology.org/threads/light-and-shadow.762/page-9#post-8066
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Merging MovingBlocks/Terasology#3456 causes this module to no longer compile. Same issue with the Dialogs and Tasks modules, so need those fixed to be able to test Light & Shadow properly
Sending this @eviltak's way as the author of the engine PR and/or to @dacharya64 in case interested :-)
Already done by @AWFeldick along with weapons - requires more animations and actually being checked in :)
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Concept art in thread - needs a model as well as tools and animations!
https://forum.terasology.org/threads/light-and-shadow.762
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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.
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