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Terasology pc12/29/2023 the networking is a bit heavy since we serialize over protobuf and also do the same for chunks. Some older modules rely of querks of the engine that were changed ofr removed so they don't work exactly or only work for one moment before breaking with a reload. We have some core modules for the engine but some of the modules seems to replicate a lot of functionality which is not really ideal. There are a lot of problems that really need to be addressed but time is a pretty large factor. Trying to shave as much debt off the project as possible. In the past year we've kind of been going with a scorched earth type of refactor of the engine to try resolve a lot of the core problems with the current setup. The current state of the engine is pretty hogpodge as things go since this project has been going on for some time and we have a significant amount of software debt from past contributions that really need to be addressed. There has been some effort to kind of restructure the engine. I'm inclined to avoid using Discord for discussion of long-term value, as content in Discord is locked behind an account, and not accessible to search engines or web archival bots. IMHO there should be a top-level forum header for "Playing Terasology" (or similar), and it may be a good idea to move the Modules section there (perhaps a "Module Development" section could be created in its place if a more developer-focused section is still needed. One piece of tangible advice I can give: add more gameplay-centric sections to the Terasology forum, for example a section for curated module collections, and a section for texture packs. I'm sure you've heard plenty of feedback already about the Terasology experience and I know these are not easy to solve. A scripting sandbox with limited capabilities. However, I will say that Minetest's client-server design is not suitable for any sort of advanced modding, but seems like it is suitable as a sort of, "web browser" for voxel games. I can't say much with regards to networking as I have not tried Terasology multiplayer. The Minecraft modding community is very much "anything goes" and there are a lot of modders who are very busy doing their own stuff and working independently from each other, so less friction is favorable there. But from my limited exploration (github wiki), it seems Terasology makes some similar mistakes to Minetest with regards to plugin loading and security. I think that Terasology has a better technical foundation than Minetest due to the choice of programming language, and I suspect that Terasology's engine is more future-proof (I worry about the future of the Irrlicht engine). I would say, at this time, I would not recommend Terasology to anyone, as far as gameplay goes. The only thing I liked better compared to anything Minetest was the terrain graphics, after I turned off some of the more ridiculously expensive graphics settings. The overall experience of Terasology + the game, from the performance, to the UI, to the game design, to the sound design, is just not good. The default game that ships with Terasology (Josharias Survival) produces an experience that is overall just not as good as some Minetest subgames and self-customized worlds I've tried.Almost zero gameplay-related documentation is available publicly from a web browser.I've played Minetest in the past and have been meaning to try out Terasology for comparison.Leadership issues in the Fabric community raise questions about the sustainability of the project as an alternative to Forge.Minecraft Forge has decided to use name mappings from Microsoft, under a license that a lead Forge developer has raised legal concerns to Mojang which have not been resolved/answered.To be fair, I've just been chilling on an older version so I can't really attest to the exact impact this has had. Minecraft updates have been speeding up and some members of the modding community have been difficult catching up.A few things finally spurred me to try out Terasology:
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