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Which features should be dropped and which ones kept in the long run #15668
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My humble suggestion: Is there a ClickUp / Jira / etc board to enlist all "Permanent / Removed / InDiscussion / WIP / InTest / Accepted / FutureWork" sets of topics? (Labels might be useful as well.) Some "threads management" might be desired, especially dynamic ones since specific topics might have a short lifespan (for instance: "3-camera system", once performed, is "done" and never requires further discussion again ... just as an example [I'm un-informed, I just picked one randomly] ). |
I think that because of the fact that some mods / games also use „bars“ like hungry and not just health and breath, it would be better if there’re none of them provided by the core but instead something that you can add such and also set what happens when the bar is empty, how it gets empty and what it contains. I never saw the raw code of the core, but I guess that the breath and life are implemented independently which is for me doing almost the same 2 times. |
In my opinion the features marked for removal should be extracted from Remove:
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To what extent? Player movement and input handling isn't really something that can/could be done through the Lua API without incurring unacceptable performance costs. I agree that the current implementation is too specific for an engine to provide as the only option, but ultimately the engine will have to provide something and most game developers will probably want something very similar to what we have right now. I think the most that could reasonably be changed is making various aspects of player physics handling toggleable (similarly to how the sneak glitch can be enabled), e.g. momentum/velocity handling could be an optional behavior. The other points in your message I completely agree with. Anyway, I reckon these don't need to be in the engine, or should at least be heavily modified to be more Lua-driven:
Some things that I do think should be in the engine:
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I think our first priority should be to get rid of unwanted hard-coded behaviors (e.g. entity death smoke puff) and ones that are easily recreated in Lua (e.g. player knockback). |
While the current crafting system works well for most Minecraft-like games, it misses some features like for example the ability to produce multiple outputs (e.g. log -> planks + sawdust). I proposed it for removal because I think the engine shouldn't prioritize just one specific solution from the other game. But sure if that's what people want then let it stay, just don't limit the features to only that. Seems like there's an issue for that, it's just not worded too well #7300. I believe that no support for multiple crafting outputs stems from the fact that the crafting grid formspec has only one output by default. Would be great if development of the engine could focus on delivering versatile APIs rather than hardcoded solutions for making another Minecraft clone. |
After #15663, an internal private discussion sparkled about whether Luanti should come with a death system at all in the long run.
Instead of having these situations popping up every now and then, I think it'd be wiser to have a long and tedious discussion once so as to:
Parts of these discussions already exist, like the one about breath #14125 . Tu cut to the chase: what do you think the optimal Luanti should provide and what should be modders/MTG's responsibility? Some suggestions: hp, breath, voxel grid, inventory, 3-cameras system, physics, mapgen
Let's
fightdiscussStay
Go
Mm..
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