Veloren

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Veloren is a community-developed multiplayer voxel RPG written in Rust. It takes inspiration from Cube World, Legend of Zelda, and Dwarf Fortress.

founded 5 years ago
MODERATORS
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Explain

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I was supprised how much the gameplay changed. I started playing when there was that money issue so I upgraded my character with trading. You can't do that anymore

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Veloren 215 (veloren.net)
submitted 1 year ago* (last edited 1 year ago) by possiblylinux127@lemmy.zip to c/veloren@lemmy.ml
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This week, we hear about the plans for the upcoming Christmas holiday week.

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This week, we have a new episode of the Veloren Reading Club out. We also see some experiments with the new site system, and current work on ability selection. @Dalyc is also back with another devblog recap!

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This week, we hear about changes being made to dungeon difficulty. We also dive into how skill persistence is being changed. Finally, we learn about some proposed changes to the Site2 system, and the addition of giant mushrooms!

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This week, we hear about some changes to the textures of dropped items. We also see into how some concept art for larger cities in Veloren is being created.

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Hats were merged this week, and the server hosting section of The Book was updated.

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This week, we hear about improvements that are being made to the stealth system. Worldgen is also getting some work done.

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Hey Veloren community! I love this game passionately. I also love open source, decentralization and distributed networks.

I recently discovered Aether. It is a Reddit/Lemmy alternative.

What separates it from Lemmy is that Aether is distributed, whereas Lemmy is federated. I highly encourage any of you to consider joining the new Veloren sub on Aether. I want to elect some new mods other than myself!

A not from the getaether site on this difference between distributed and federated: Mastodon is a federated app, where there are Mastodon instances that talk to each other delivering content to each other that their users can follow. You can think of it as different, separate copies of Twitter talking to each other under certain conditions.

The problem with this is that not all content is accessible everywhere - these servers make explicit decisions on which other servers they want to peer with. The only content you get by default are the content that your server allows, unless you explicitly follow the specific person. But if you don’t get the content, you won’t ever see the person and won’t know s/he exists in the first place.

Aether is a distributed app. It gives everyone one single universe with the same content. All users exist in the same user swarm with the same history, containing the same data, with the same deletion policy. It has no servers, unlike Mastodon, which has federated servers. Every node is its own full sovereign entity. All data goes everywhere. Then it’s up to the user’s client to render that data, and filter out content based on the rules and signals received from the network.

In other, more technical terms, users are not required to care about network topology.

    If you’re on a smaller Mastodon instance, you run the risk of your federated server provider one day deciding to just … shut down. (Or their basement floods and server was there, etc.)

    Aether doesn’t shut down, because it’s not (only) an app, it’s a protocol. So long as there is another node talking Aether, it will be online. The data will be there. Every node carries with itself a full copy of the network.

    Moderation actions are opaque, similar to centralised platforms, because these Mastodon instances are, effectively, centralised platforms that have a way of negotiating with each other. The ‘fun’ stuff runs in a box that you don’t control, therefore the owner of that box does have disproportionate amount of power over you.

    In Aether, moderation actions are applied on your machine. You can inspect which actions arrive from the network, and what to do with them, including ignoring them. You are the ultimate sovereign, what happens on your computer is fully under your control.
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This week, we get an in-depth view into what was required for the wgpu integration. We see some changes to econsim, performance, and caves.

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This week, 0.10 released! We hear from @Slipped about caves, plugins from @zesterer, and other improvements by @aweinstock and @juliancoffe.

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submitted 3 years ago* (last edited 3 years ago) by Cube@lemmy.ml to c/veloren@lemmy.ml
 
 

This week, everything is wrapping up before the code freeze for 0.10. We hear about some physics changes, and other technical stuff.

- AngelOnFira, TWiV Editor

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submitted 3 years ago* (last edited 3 years ago) by Cube@lemmy.ml to c/veloren@lemmy.ml
 
 

This week was Veloren's 3rd birthday! We are getting ready for the 0.10 release coming in two weeks.

- AngelOnFira, TWiV Editor

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submitted 3 years ago* (last edited 3 years ago) by sudoreboot@lemmy.ml to c/veloren@lemmy.ml
 
 

This week, we see lots of design changes to many systems. We hear about how this what is going on with the crafting and loot systems, as well as planned improvements in the combat fields.

- AngelOnFira, TWiV Editor

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This week, we have some nice visuals to check out. We also see some updates to the minimap.

- AngelOnFira, TWiV Editor

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This week, we take a deep dive into the recent physics overhaul with @lboklin. We also see improvements in the moderations, translation, and skill systems.

- AngelOnFira, TWiV Editor

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This week, we see an amazing video of the new glider changes. Work is being done with audio, UX/UI, economics, maps, and lots more.

  • AngelOnFira, TWiV Editor
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