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Re: [glob2-devel] Thats it, we need a plan


From: Bradley Arsenault
Subject: Re: [glob2-devel] Thats it, we need a plan
Date: Tue, 28 Mar 2006 16:03:31 -0800

On 3/28/06, Stéphane Magnenat <address@hidden> wrote:
> Hi,
>
> That vision is nice, but unfortunately unrealistic. Glob2's code is complex,
> because the game engine is complex, very complex. Of course, it is worst
> because it is 6 years old, and has been the big project through which both
> Nuage and I learned to program correct C++.
>
> Now we have two people basically knowing the inner system (and even, we need
> to reread big chunk of code if we have to work on them again).  But those two
> people must harvest money to live and thus have a job. We thus have much
> fewer time that during our student period.
>
> Honestly, managing this project, even if you consider this managment a
> failure, takes a lot of energy. But before giving up, I really would like a
> nice result. Even if not perfect, but well finished, usable, and mostly bug
> free.
>
> So here is my proposal :
> We put every feature request into wished bugs, with discussion attached, so
> that they are easily trackable. We can link bugs together to create
> dependency graphs. Then we create a roadmap in the Wiki, refering to bugs (we
> copy the bug title in the wiki page).
>
> We split the roadmap between todo for 1.0 and todo for post1.0.
> 1.0 is not total freeze, but only quality and gameplay related issues will be
> accepted (no wonderfull new feature such as glob 3d). If someone disagree, it
> is always possible to submit a patch with the new feature. If it is good and
> stable, it will be integrated. In the meantime, Nuage and I try to clean as
> most things as possible while doing changes. You'll see, the new
> unit/building matcher will be much more understandable.
>
> Steph
>
>
> _______________________________________________
> glob2-devel mailing list
> address@hidden
> http://lists.nongnu.org/mailman/listinfo/glob2-devel
>


Realistic is nice but infortenetly its also very boring. One has to
have dreams...


I also have something against using the bug tracking system. A) it
won't work. People just, in general, don't fill out bug reports. You
can drill into their heads a billion times and it won't change the
matter, they won't fill out a bug report. The bug report system is
ugly, and you can't discuss upon it. Of all the times you have told
people to "fill out a bug report", Keiran is the only one who has ever
actually filled one. So face it, it won't work, don't try.

Instead I'm thinking we discuss features, in detail, here, on the
mailing list. People *do* respond to mails they get, and they enjoy
being part of the conversation, you don't get that same sort of
feeling like your actually affecting the project when you use a bug
tracker, you don't get personall responces for the bugs you submit.
So, people are much more inclined to use a system where they know they
are getting heard.

So, I think, add in all of our ideas here, and someone (probably me)
makes an elaborate to do list from all of the ideas, and we (again
probably me since it was my creation) keeps track of progress. We know
where we where, and we know where we're going. We know when where
finished to *our* statisfaction, and probably most importantly, we
know when where getting close to finishing so we can get that rush of
excitment that comes with it.



So, one last time, I repeat, I do not open this mailing list just to
present my ideas. We need all of the ideas, all of *your* ideas.
However non 1.0-ish they are, we should have them here. I will make
the todo-list, and we will decide when we think 1.0 will be finished.
We are here to make a kick ass game, lets try and do it.




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