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Terasology is an open-source survival and discovery game with influences from Minecraft, Dwarf Fortress, and Dungeon Keeper. The game is in a pre-alpha state, but it's already fun to play!

The goal is a game that pays ample tribute to Minecraft in initial look and origin, but stakes out its own niche by adopting the NPC-helper and caretaker feel from such games as Dwarf Fortress and Dungeon Keeper, while striving for added depth and sophistication in the foundation systems akin to DF.

A key part of the game will be building up an estate of some sort and managing specialized minions to climb up the ladder of discovery, while surviving in a world that might just be full of things that want to kill you.

New Stuff
QuoteBuild changes heavily summarized (see the full change list in Jenkins - all 185 commits):
  • The restructure itself with lots and lots of Gradle magic
  • A series of improvement to unit testing, code analysis, and similar nice-to-haves
  • Piles of GUI improvements, most still left inactive as NUI
  • Tweaks to random number generation (to get closer to the arch-evil RNG of Doom!) and related uses in world generation
  • Eclipse usage is now much better supported, especially since the restructure involved some new tricks
  • Old "mods" were all extracted and removed from the engine, several new ones developed against the new structure already existed on GitHub. A milestone full of module overhaul requests exists for those looking for interesting and fairly easy work!
  • Some remaining "core" content and needed classes not outright belonging in the engine were moved to the "Core" module (that still lives with the engine)


But perhaps more interesting are changes away from the engine project since all the content lives in modules now. As we get more modules that'll get harder to summarize too, will just have to keep an eye out :)
  • Maybe most visible is the new Cities module by @msteiger that places entire cities in an organized fashion in the world! This includes roads connecting cities and individual building lots. He's even moving on to placing lakes and talking about more advanced features
  • Also recent is the Pathfinding and Behavior Trees by @synopia that are less visible up front but hold huge potential for driving our AI system. We also can haz mazes!
  • A nice potential way to bind them together is the module by @nh_99 formerly known as Questing - now "Tasks" with a "Quest" module holding some samples of its namesake. Likely more generic tasks could be generated in Cities and handled by NPCs using BTs - like sending a trade caravan to the next city over :)



You can see an example city here:
image

If you are looking for something that resembles Minecraft, but has a little more to it then this could be the game for you in future, I say future since it's still early right now. For me Minecraft just doesn't have enough to do that isn't being creative with your building and for those of us less creative types it can get boring, this is why I hold high hopes for Terasology!

Just look at how pretty it is!
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3 comments

Anon Jan 3, 2014
To all involved in the creation, this is nice progress and I hope it goes places.  Downloaded and tried it.  I do have to ask why everything is so washed out and 'blurry' looking though.  Is this going to be 'fixed' as the engine is optimized or is that intentional?  I am not a fan of that and the choppy water from hell, but the rest looks like it has great promise so far.  Good job all and see you around.
n30p1r4t3 Jan 3, 2014
Quoting: Quote from AnonTo all involved in the creation, this is nice progress and I hope it goes places.  Downloaded and tried it.  I do have to ask why everything is so washed out and 'blurry' looking though.  Is this going to be 'fixed' as the engine is optimized or is that intentional?  I am not a fan of that and the choppy water from hell, but the rest looks like it has great promise so far.  Good job all and see you around.
Motion blur?
Anon Jan 3, 2014
Not even that. I turned off the blur options, bobbing and tweaked other settings.  I think it's the way that lighting is being done.  Some stuff just looks too bright and everything else looks washed out.  Even in the screenshot on this page it's like that, so I know it's not just me.
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