traverseda/pycraft

Better define project goals

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#34 opened on Apr 19, 2016

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 (4 comments) (0 reactions) (0 assignees)Python (1,100 stars) (100 forks)batch import
help wanted

Description

I'd like to get into what goals people have for this project a bit more.

I'd like to see this project ultimately end up being the "django" for voxel/roguelike/tile games.

I'd like it if there was only one real client, and most of the customization happened "server"-side. In the backend, whether that's network transparent or not. I think asking people to do graphics programming to make a game is asking too much. They should be able to ignore most of that, and focus on gameplay.

I'd like to look into gurps for ideas on how our default world fundamentally works. How to handle hitpoints, stamina, etc. It has a proven record of letting multiple settings work well together.

I want people to be able to implement things like dwarf fortress. Incredibly realized worlds with amazing depth.

I'd like it if eventually we got to the point were you could do something like


INSTALLED_APPS = [
    'base',
    'base_worldgen',
    'cyberpunk',
    'spellwords',
    'fantasy_races',
    'industrial_cities',
]

To get something like the shadowrun campaign settings. Or any other combination. Find the medieval base, add in steampunk. Whatever.

If I had to shorten my vision, I'd say that we need to enable fully-realized worlds, and make it easy for people to mix and match them.


But I'd like to hear what other people want to get out of the project as well. That's only one approach.

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