![]() ![]() Unfortunately its author is not maintaining it at present and it has gotten a bit dusty over time. Throughout the Ages: Previously deepest template, similar tech tree approach as JS, but more difficult and less based on machines, styled somewhat after TerraFirmaCraft from Minecraft. Unfortunately ordering around said creatures broke recently, you used to be able to instruct them to move around, remove/place blocks, and even edit their behavior tree based AI in-game Light & Shadow: Cities + our L&S creatures. Recommended template to try out, contains the most content, and is pretty stable and well maintained Has a nicely sized tech tree where you can build your way up to nicer tools, various machines, pumps, a windmill, and so on. Josharias Survival: The most developed template right now. Comes with a goodie chest and some tools to showcase the basics. Pretty to look at, not a lot to doĬore Gameplay: The standard but still minimal "normal" mode for the game. However, as it is a minimal demo you can't actually do a whole lot.Ĭity Generation Module: Holds the setup for a simple world populated by procedurally generated cities. Made to demo the extraction of inventory, health, and other things, which can be bypassed entirely now, such as in the case of a creative style free build mode. ![]() If you or anybody you know might be interested in helping improve, do let us know!Īs for the gameplay templates at present:īuilder Sample Gameplay: Minimal template showing the engine can function without our Core module. ![]() Lots done and lots to do - the pros and cons of all-volunteer open source. We have a module management site as well, but it is a bit thin so far and doesn't cover the templates, only individual modules. Right now we only have the little bit of space to write some text. That should allow us to better describe the gameplay templates. There is a pending but stalled pull request on GitHub that starts to improve the world creation phase, with better preview and config. ![]()
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December 2022
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