About a year ago we celebrated the first birthday of our project with a Minecraft server challenge. This year we do it with Terasology multiplayer!
With The Great Convergence coming to a close the next big milestone is ALPHA, and in addition to playing some for fun we also need to sort out what's left before we can consider Terasology an alpha-level project. Keep in mind that Alpha is nowhere near feature-complete and will still be lacking loads of content - but most the architecture should be stabilizing.
For multiplayer particularly we need to find out how well several players and long-distance players can play together, although without a headless server yet the hoster may need a beefy machine. For the codebase restructure...
The merge of our develop branch (with content + graphic tweaks) into multiplayer is complete! And
@nh_99 has been able to resurrect the combat branch which now also works again. Both need testing!
While the content modules from develop have not yet been adjusted (or extracted to the new structure) to work with multiplayer the actual multiplayer functionality works and is decently stable - all hail
@Immortius ! Please help us with some initial testing and observation of what might not be quite right yet
Big update time! Everybody loves bulleted lists, right?
Project Topics (important!)
These are big walls of text as each makes up a cornerstone of the project and we're wanting to get these right the first time - as we're likely not changing any of these in a major fashion ever again. They'll finalize our licensing setup, code / module structure, and our release process. If you have any interest in ever contributing to Terasology or writing mods this is your time to make an impact. If not, you can safely skip these although feedback from anybody knowledgeable on the topics would be appreciated
Licensing and contributor guidelines - discussion on what project license and conditions we should formally use. Centers more on content than engine (which will remain plain Apache 2.0) - we want to support modders the right way even before we release, not still be...
We've been playing with this concept game mode for some time now and have a ton of artwork, which you might have seen around. It also is our most solid and achievable actual playable content, which has admittedly been lacking for quite a while