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[Wesnoth-wiki-changes] WesnothPhilosophy
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wiki |
Subject: |
[Wesnoth-wiki-changes] WesnothPhilosophy |
Date: |
Sun, 19 Sep 2004 10:49 +0200 |
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- - - - -
Index: WesnothPhilosophy
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothPhilosophy,v
retrieving revision 1.5
diff -u -r1.5 WesnothPhilosophy
--- WesnothPhilosophy 12 Sep 2004 19:52:40 -0000 1.5
+++ WesnothPhilosophy 19 Sep 2004 08:49:42 -0000
@@ -56,7 +56,8 @@
they have a very clear and strong understanding of how they're going to make
it work. Not a 'yes I can do this but it is
kinda complicated'. Rather they should be thinking 'this is so stupid and
simple that it's really really easy for me to
do'. So I decided on a simple rule for the game: a feature would be added only
if I knew immediately how to implement
-it. I wouldn't make vague promises to myself about features that would be
later added, but which I had no idea how to do.
+it. I wouldn't make vague promises to myself about features that would be
later added, but which I had no idea how to
+do.
I started with a few basic units, and two races: Orcs and Elves. Elves had
horsemen, which could advance to knights,
archers which could advance to rangers, and fighters which could advance to
heroes.
@@ -71,7 +72,8 @@
I also fleshed out a very basic interface. There would be only a few commands:
to move a unit, and to attack with that
unit, as well as to recruit and recall units. I added in unit skills, which
was something Master of Monsters didn't
-have, but I made the skills occur implicitly -- healing would be dispensed to
all units around a specific unit for instance.
+have, but I made the skills occur implicitly -- healing would be dispensed to
all units around a specific unit for
+instance.
Obviously, Wesnoth is a fantasy game, so it contains some implication of
spells/magic, however I have always disliked
games that got deep into sophisticated systems of spells.
@@ -111,7 +113,8 @@
well as doing some scenarios, and adding some very good ideas to the game.
I think it's important for us to remember the KISS principle as development
continues. Remember: Wesnoth has not reached
-1.0 yet. It's not a finished work. It could still fail. Let's make it easy for
it to succeed by keeping everything simple.
+1.0 yet. It's not a finished work. It could still fail. Let's make it easy for
it to succeed by keeping everything
+simple.
Oh and how did I come up with the name 'Wesnoth'? It was late at night, and I
wanted to release version 0.1. I muttered
syllables to myself, until I came up with a pair that sounded halfway
reasonable: 'Wesnoth'.
@@ -181,7 +184,8 @@
I think that we have a very real chance of failing. That we can continue
adding features, debating changes, going
sideways, and end up with a product that is too large, too bloated, too
unstable to make it to 1.0. With a development
-team that is too burned out on adding features and debating insignificant
changes to polish and debug the program enough.
+team that is too burned out on adding features and debating insignificant
changes to polish and debug the program
+enough.
I think we have to accept that version 1.0 need not have every feature
imaginable. That we will in fact have to leave
out good ideas in order to deliver a finished product.
@@ -215,3 +219,22 @@
happen next.
David
+----
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