Thrive is now using Godot 4.5

Just to let everyone know it is time to install a new Godot version.

I’ll also take this time to say that next (after I figure out why Mac builds are crashing) I’m tackling a new way saving will work. In anticipation of that, saving is currently disabled in the game, but I expect that to be solved next week.

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Is the new saving system still the same idea as you talked about before here:

I am getting close to the point where I am going to start creating the saving system for the worldgen database. I will probably just create a simple independant system initially, then see what the current state of the saving system is at that point. The worldgen database on disk would probably end up looking most similar to what minecraft does when saving and loading it’s chunk data.

I don’t think it is worth the time right now to do an in depth preperation for it in Thrive. But I did want to mention that I was going to be working on it in case that affects anything. I am mostly thinking about documentation, and just keeping in mind that we will need to manage saving relatively large databases compared to what Thrive has to manage now. We can properly consider the worldgen saving system integration after 1.0 once we have more time.

Yes.

I kind of wouldn’t want to end up in a situation where it feels like the world gen is just duct taped into Thrive rather than feeling actually integrated. But I already kind of think we are headed that way with how much code I assume to be in the world gen you are working on already… Still I suppose I feel like it will be better to have a world generator in Thrive even if it feels a bit like a totally different codebase just shoved in.

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I have been trying to keep the technical discussions and integration considerations of the worldgen to a minimum until 1.0 releases, so as not to distract you and the rest of the team from the far more important near term goal of releasing 1.0. This will likely result in more time needed for the worldgen to be properly integrated into the rest of Thrive when that occurs, and probably a fair bit of code and architecture review.

If you think otherwise though, then I could start discussing the worldgen in more depth here. Otherwise, I will continue working on it as is until the system is ready for use and the code is cleaned up and documented.

I do want to get the worldgen as a part of the Thrive 1.0 release in some way, but I would want to be very cautious that adding the worldgen does not take up much time or cause any bugs to the rest of the game. I think it would be best insulated as a demo from the game menu initially instead of putting it in the later stage prototypes, as that would likely require more overhaul than I would expect us to have.
This would probably result in a very ‘duct taped’ implementation in the beginning, but I think it would be worth it given our priorities right now.

I think the only way really is to keep the worldgen in the main source tree as much as possible. And to try to follow the styleguide and the conventions set out in the Thrive codebase already.

That’s the only way I see it as not becoming disconnected.

For code integration purposes I think it would be best to actually just have the code in and be compiled, but do absolutely nothing in the game.