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Re: [glob2-devel] Hired Programmer


From: Leo Wandersleb
Subject: Re: [glob2-devel] Hired Programmer
Date: Tue, 05 Feb 2008 01:06:15 +0100
User-agent: Mozilla-Thunderbird 2.0.0.9 (X11/20080109)

Great! Looking forward for results ;)

For the proposed roadmap I hope others wave hands on how to set priorities.

- Fix networking bugs
...

fixing bugs and changing for a better release-management so there is always a
stable version is my top priority. this also includes to never break "default"! please work in the branches and merge if all works. mercurial is a great tool to maintain a stable branch.

- Tabbed interface for networking, and overall better interface for large number of players

opinions welcome. i guess it would be very straight forward to have channels
(lobby, pre-game-channels) each represented as an own tab. tabs get highlighted
upon status change.
i'd prefere to allow to join several pre-game channels. once one of those starts
it signs me off from all other channels.

- System for playing sounds implemented

this would greatly add to the atmosphere.

- task switching possible (going windowed) during game

not top priority (i play windowed anyway) but still high priority. players need
to end glob2 upon skype-calls?

- VOIP on all platforms

medium priority. voip is not used even where it works now. that's my experience.

- Paving Areas

opinions? priority? my go you have.

- Improved unit allocation system

here i basically want to provide the feature and need some help with crash bugs
i can't locate. maybe it is fixed already. need to test.

- Feature freeze and heavy testing
- 1.0 Release


My personal requests are for the following features:
- Pre-game alliances

was requested many times. we definitely need it but cleaning the in game alliance system where alliances should be nondirectional:
a proposes -> no alliance -> b accepts -> alliance
now we have:
a decides not to attack -> b kills a's units

- Custom game using on-the-fly generated random maps

this should be easy to implement. generate and distribute or (!) use our pseudo random numbers in map generation and shared seeds. on the other hand modifying the map generator so that you get playable maps is not so easy. I would postpone this.

- Lots more random map styles and potentially random-map scripts

this also has no high priority in my eyes.

- Improved Nicowar (I have several ideas)

nicowar is strong enough. there are barely people beating nicowars. 7 nicos on playground kill everyone. for singleplayers we can promote quickdone videos. PinkyVsNico_Muka_712seconds.mpg ;)

in my eyes the fact that we have several AIs shows that this is a nice playground for programmers. You can directly prove to yourself that you are better than the coder of another AIe. no questions asked. all admire the strongest ai and request it not to cheat. but we don't need it at this point. sorry i give this lowest priority.

- New campaign

we need that, too. again i guess we more urgently need to get coding-stuff done. a campaign can be done by others with little programming skills, too.


greetings,

leo wandersleb




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