Tutorial: Transitioning to "The Terasology Way" of thinking, for MC modders #2444
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Category: Doc
Requests, Issues and Changes targeting javadoc and module documentation
Category: Gameplay Content
Requests, Issues and Changes targeting gameplay mechanics and content
It has come up from time to time that there is a distinct way of thinking/architecting for Terasology if you're used to modding for something like Minecraft. We sometimes refer to it as new contributors with a MC background getting to a point where the ideal usage and advantages of our entity system just sort of clicks and you get the distinction, but we don't have any good tools to help people get there. Just the existing sort of objective presentation of how the entity system works in general, plus some tutorial work on how to code for Terasology.
If we put some MC flavored examples in a tutorial to help convert design thoughts from typical ways to do a few things in MC (very block centric?) to how it can be done better in Terasology (very entity/event centric?) that might help out MC modders click faster, rather than first dig a frustrating hole of MC style coding within Terasology's architecture - which could easily end any interest in further coding..
It would also allow us to keep existing tutorials objective in the sense of purely covering how to do something in Terasology, not talking about how that is necessarily different from anything else.
Difficulty: we would really need somebody who is already familiar with both sides to do this. Not to mention the usual time availability and affinity for writing good tutorials / docs.
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