2021-08-01 Weekly Meeting

tags: weekly-meeting

Topics:

MRs

Issues

  • https://gitlab.com/veloren/veloren/-/issues/1261
    • Options to toggle PvP
    • More options for how to allow PvP
      • Towns allow you to switch to either PvE or PvP. In towns, everything is PvE.
      • You can only do PvP in certain areas, allowing you to opt in to events like capture the flag, king of the hill, dungeons that open at a certain time
        • e.g. shrines that apply a pvp-enabled buff in some radius, and spawn chests when enough player deaths happen nearby
  • https://gitlab.com/veloren/veloren/-/issues/775
    • zest: we want players to feel scared while in the dark, however, new players will just max out their gamma/brightness to make the game reasonable to play for them. Non-physical ambient light won't ever feel good. We need to get better at doing lighting, but the solution isn't more sliders. Don't trust the player to make it look right.
    • xmac: give more light sources, enemies with lanterns, moonlight, encourage players to run from light to light
    • zest: our lighting model is partly visible based, and so there are areas (deep caves) should be entirely black. Our eyes irl have a high dynamic range, and it's really hard to simulate that in games. We do some hacks to make light look ok, we do ambient lighting during the day, some ambient with lanterns.
    • angel: Can we export this problem to mod developers to do with their own shaders? Players might want the game to look a certain way, and prefer how to play the game with other games they're used to. Allowing the player to pick from several options would solve the problem.
    • xmac: give players the agency to play with lighting in different ways.
    • zesterer: only other lighting we have in dark regions is the (bloom?)/flood lighting from sources. Sharp wants to move to a deferred rendering engine.
    • xmac: can we simulate human eyes adjusting to dark light
  • https://gitlab.com/veloren/veloren/-/issues/1081
    • Closing due to cannot repoduce
  • https://gitlab.com/veloren/veloren/-/issues/1060
    • aweinstock: Should be fine as long as site layer is done after other worldgen, we can clear areas to place the dungeon.
  • https://gitlab.com/veloren/veloren/-/issues/1216
    • Just need to replace text
    • To be resolved by Pfau
  • https://gitlab.com/veloren/veloren/-/issues/1132
  • https://gitlab.com/veloren/veloren/-/issues/1114

Permissions for non-developers

  • Currently, there are no devs on the repo. This means that no one can approve MRs
    • Write a bot like Bors that would allow approval through replies
    • Give permissions to more trusted people

Questing RFC

https://gitlab.com/veloren/rfcs/-/blob/master/open/xxxx-questing-proposal.md

Zesterer

  • We can implement questing without persistence, wouldn't be great though. When you log off, you lose all progress towards larger quest lines.
  • Want some type of persistence.
    • Issues:
      • Procedural world, chaotic system, changing small amount of seed or worldgen will trickle down to every element of what quests might be.
      • This effect on history will have large effects on how quests can be saved
        • We might be able to base persistence on a Git hash
        • Change release period to mess less with persistence
          • Will be easier when releases are based on versions
          • (angel): Still won't solve problem when players are questing across versions
      • Build up as parts of interactions in the world, based on state of the world

aweinstock

  • Minimal quest:
    • Keep track of wolf/deer pop, villager gives quest to kill them in a nearby woods
      • Quest giver can persist identity
      • Waypoints might not be relevent after a while
      • (zest) this makes assumptions that the world state will stay for long enough

zester

  • hard to migrate data, would need a scheme

Next week leads

Lead: Slipped
MRs: xMAC94x
Issues: Dr. Dystophia
Minutes: Angel

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