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[Wesnoth-dev] Dwarvish Runemaster and Wesnothian Philosophy
From: |
David White |
Subject: |
[Wesnoth-dev] Dwarvish Runemaster and Wesnothian Philosophy |
Date: |
Tue, 01 Mar 2005 22:00:45 -0600 |
User-agent: |
Mozilla Thunderbird 0.8 (Windows/20040913) |
Well, I guess I have to come out of hiding and deal with this subject at
some point :)
On our policy for adding units to the game:
I have considered this, and I don't think I can support a proposal to
add units to CVS and the distribution simply because they 'might be
useful someday'. I think any units that are added should have an
imminent use. Every file in the Wesnoth distribution does have some
maintenance effort associated with it. Every file we add adds to the
complexity. Sure, a few more images might not seem like much, but it is
more files to be managed, more files that need to be converted if we,
say, wanted to convert all image files to a new format (this has been
done several times already in the project's history, so we can't rule it
out from happening again). Every file adds complexity to our
substantially-sized project for newcomers.
However, that's not to say that the Wesnoth developers can't find new
ways to support building up libraries of images and other content for
campaign developers to use. This was in fact the original model that
Francisco and I used: he put his images up on a web page, and I would
pick and use any I liked and had a use for. The system worked well.
The Wesnoth tarball doesn't have to be the only file the Wesnoth
developers distribute. We can make another package that we distribute
which contains additional content intended for use by campaign
developers. A developer could volunteer to maintain this, to collate the
data into a package, and regularly make releases of it which would be
posted onto the website. Alternatively, the developers could maintain a
web site which accepts submissions of content that would be made
available for campaign designers to use.
If any developer(s) wants to work on creating and maintaining a content
library, then let us know. I think the Wesnoth development team should
and will support any such effort.
The Wesnoth releases though, should be kept relatively lean: only
containing content that is actually used directly in the official
versions of the game.
On development processes:
Every developer has a 'mandate' for areas they have free reign over.
Jetryl is certainly our current lead artist. We must be careful not to
pigeon-hole developers though: Jetryl obviously has talents in areas
other than art, and his mandate may expand in the future.
For areas not covered by their mandate, developers are indeed best to
consult the list. If I'm not mistaken, that's what Jetryl has done: he
committed changes to the Elvish art, but he consulted the list for
committing the Dwarvish Runemaster line of units, since that is only
partially in the area of his mandate.
On the topic of the Merfolk/Naga commits, I believe I told Jetryl to
proceed with committing them. There had already been quite alot of
discussion about it. I completely concur with Shade that developers
should be prepared to promptly fix any problems that their commits
cause. As the project grows bigger and bigger, it is more and more
important that we are dilligent about being careful with not adding
numerous bugs with every commit.
I'm afraid I can't really comment on the 'friction' that appears to have
been caused by some of these commits, since I was previously only
vaguely aware of it. If any developers have problems with changes other
developers make adversely affecting them, then please send me an email
and let me know about it, and I will try to work to resolve things.
On the specific issue of the Dwarvish Runemaster line:
This unit line is not something new; it has been discussed for close to
a year already. I am kinda sympathetic toward it, because I have never
liked the outlaws and dwarves being lumped together in the Knalgan
Alliance. I think it looks contrived and silly. The outlaws were
originally meant to be 'neutral units' -- weaker units that aren't
really part of any faction.
On the other hand, I'm not sure exactly how much closer the Runemaster
will take the Dwarves to being able to 'declare independence' from the
outlaws. It seems to me that we'll basically have five dwarvish units
that all have similiar movement and defense values, with one being a
basic fighter, one being a ranged fighter, and the other three simply
having different 'cool' abilities.
I'm really not sure about it.....what do others think?
David
- [Wesnoth-dev] Dwarvish Runemaster and Wesnothian Philosophy,
David White <=