Veloren Philosophy

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runs
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Veloren Philosophy

by runs » Tue Dec 24, 2019 15:59

My vision for Veloren is to create a game that can achieve what larger games cannot. Games that are trying to sell copies are produced with limited resources that dictate deadlines. It is difficult to find pure motivation for these projects, as there is always a financial aspect at the end of the tunnel.

Veloren is built without these restrictions. Veloren only progresses with motivation from volunteers that want to make something neat. We are free to explore concepts that other games would have to cut due to time constraints and research capacity. We can try and fail and try again. We are the creators, we are the players, and we are the community. And I like being a part of it.


https://veloren.net/devblog-46/

I am very impressed with this open source kind of voxel game.

I would like the same phillosophy for Minetest.

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Re: Veloren Philosophy

by Hume2 » Tue Dec 24, 2019 19:04

I thought that such or similar philosophy is typical for open-source projects. Or am I wrong? In this particular case, what do we need to change to achieve this philosophy?

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Re: Veloren Philosophy

by voxelproof » Wed Dec 25, 2019 14:21

Hume2 wrote:I thought that such or similar philosophy is typical for open-source projects. Or am I wrong? In this particular case, what do we need to change to achieve this philosophy?

Merry Chrismas to you!


A good, profound question indeed. I think the main and maybe the only REALLY serious fault of MT is lack of the broad vision of what the MTG should ultimately be. If it is to be a basis for modding and further game development, then certainly some crucial features (like physics, land generation and biome distribution) should have relevant user interfaces enabling easy modification of their parameters, thus making creation of different worlds with certain characteristics easy, fast and easy to handle. This is unfortunately not the case, and the lack of clear modding/game making interface sets MT more and more behind projects like this one or Vintage Story (however this one is hardly playable as yet).

I think more professional attitude towards the world generation is needed in the first place.
https://www.reddit.com/r/Veloren/

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Astrobe
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Re: Veloren Philosophy

by Astrobe » Fri Dec 27, 2019 14:09

voxelproof wrote:I think more professional attitude towards the world generation is needed in the first place.


Don't use that word - "professional". It is too often used to bullshit people.

For one thing, "Professional" qualifies activities people get a living from by being paid - as in "pro(fessional) gamer" - which is not the case for most (if any) of the MT core contributors.

Veloren talks about how good it is to not have to deal with deadlines and money. Maybe they'll learn the flip side of that coin the hard way some day, when one of their key contributors leaves the project for instance. It should not take very long to find a promising project that abruptly stopped progressing because of that. No ties, no contract, not strings attached, that's also FOSS. While I agree with first part of Veloren's quote, I find the second part slightly naive.
 

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Re: Veloren Philosophy

by voxelproof » Sat Dec 28, 2019 12:54

Astrobe wrote:
voxelproof wrote:I think more professional attitude towards the world generation is needed in the first place.


Don't use that word - "professional". It is too often used to bullshit people.

For one thing, "Professional" qualifies activities people get a living from by being paid - as in "pro(fessional) gamer" - which is not the case for most (if any) of the MT core contributors.


I used this world as relating to more consistent, focused on providing believable results attitude towards world generation algorithms, so I think it may be used in such a way as well because as I understand the meaning of this word, you don't have to be a professional to work in a professional manner.

I wholly agree with the second part of your post.
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