Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-19 Thread Lari Nieminen
As usual, most of the things I'd like to get done are a pile of smaller
ones all of which I won't even try to list.

The only major project I'd very much like to get done for 1.14 is the UtBS
desert elf redesign, but since it's mostly just waiting for sprites at this
point, there's not much I can do to hurry it along aside from trying to
produce a few more placeholder sprites.


On Fri, Jun 10, 2016 at 3:30 PM, Charles Dang  wrote:

> As ancestral closes in on his final draft of the trailer and we can
> (hopefully) get the Steam Greenlight process started, I think it's time to
> look at what we want done for Wesnoth 1.14. Assuming all goes well, that
> will be the version released on Steam, *not *1.12; the latter is too far
> behind to be worth it.
>
> But despite the major changes and improvements we've made recently, the
> fact still remains that Wesnoth is far behind in the polish, capabilities
> and design of even today's indie games. There has been a general consensus
> that Wesnoth 2.0 is needed. It is my hope that 1.14 will be the last
> release in the 1.x series (barring maintenance releases), and we can come
> to a decision on how to move forward towards a 2.0 release.
>
> For now, we need to focus on 1.14 and making it the best damn release we
> can make it, especially if it's destined for Steam. Therefor, I'd like
> every active or interested dev to reply to this email with a list of things
> they *absolutely must get done for 1.14, *and a list of *things they hope
> to get done, but are not priorities. *Devs will be held responsible to
> complete any items in their former category in a reasonable amount of time.
> Should they not, the item will be stricken from the development plan.
>
> Once we have the lists we should be able to get a general idea of a
> timeframe for the 1.14 release (whether on Steam or standalone). Right now
> I am hoping for *early 2017*.
>
> Thanks,
>
> Charles Dang (Vultraz, Community Manager)
>
> ___
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>
>


-- 
Lari Nieminen (zookeeper)
lari.niemi...@iki.fi
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Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-11 Thread Celtic Minstrel

On 2016-06-10, at 8:30 AM, Charles Dang wrote:
> Therefor, I'd like every active or interested dev to reply to this email with 
> a list of things they absolutely must get done for 1.14, and a list of things 
> they hope to get done, but are not priorities. Devs will be held responsible 
> to complete any items in their former category in a reasonable amount of 
> time. Should they not, the item will be stricken from the development plan.

The current things on my to-do list are as follows, in rough order of priority:
+ Load po files directly for localization, making it easier for UMC campaigns 
to provide translations
+ Introduce categories of some sort into the hotkey preferences panel
+ Finish up some work on the Lua name generator API
+ Finish up some work on the Lua WFL API
+ Fix the lag in the Lua console when the backlog gets too large
  --
+ A new system for traits, abilities, and weapon specials that allows units to 
reference a global definition rather than including the full definition directly
+ Some additional AI features and cleanup for consistency of syntax
+ Make server.ign files more useful
+ Add a key to [side] to specify for an AI side whether the user is allowed to 
select an algorithm
+ A few expansions to progressive string syntax in animations

The line separates the "must complete" from the "would be nice". The top item 
is what I'm currently working on.

  --

With regard to other things that have been mentioned - I don't think a "wesnoth 
2.0" needs to imply a radical change. I don't have a strong opinion about 
whether the release after 1.14 should become 1.16 or 2.0, but I do think it's 
silly to stick with 1.x releases forever, even if the turnover point to 2.0 is 
somewhat arbitrary.

Of the things mentioned by Aginor, I feel that the improved add-ons manifest 
system proposed by shadowm is the most important new feature to complete for 
1.14. (Any bugfixes mentioned in his post are also important, of course.)

~~Celtic Minstrel
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Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-10 Thread Charles Dang
I think you mean loonycyborg for networking, not iceiceice :)

On Sat, Jun 11, 2016 at 8:31 AM Andreas Löf  wrote:

> Hi All,
>
> I've taken the opportunity to steal some of Ignacio's excellent work here,
> you can find the original at
> https://wiki.wesnoth.org/User:Shadowmaster/DevelopmentRoadmap . I've but
> it down to only feature things that are unreleased, with proposed release
> versions for some of them.
>
> Please also excuse the HTML email :)
>
>
> Can people please comment on whether they would like to take on any of
> these features? I've put iceiceice down for bosst:asio networking already
> based on his previous response.
>
> Are there any features we want to scrap for 1.14?
>
> There has been informal discussion about art licensing changes, is this
> something that should be discussed on the ML and possibly included in 1.14?
>
> *Core*
> Feature Author First release
> Windows upgrade packages aquileia TBD
> Built-in game upgrader TBD TBD
> SDL_ttf dependency dropped TBD TBD
> Display engine refactoring TBD TBD
> SDL2 bugfixes and performance optimisation
> aginor
> 1.13.5/1.13.6
> Automatic WML cache cleanup
> TBD TBD
> boost:asio network clients
> iceiceice
> 1.13.5
> User interface
> Feature Author First release
> Tab bar UI styling TBD TBD
> Multi-line GUI2 textboxes TBD TBD Lua/WML API
> Feature Author First release
> Add-ons manifest model
>  shadowm 1.13.4
> More game state info exposed to Lua (scenario id/name, next scenario,
> etc.) TBD TBD
> Story and end screen calls mid-scenario TBD TBD
> Add-on help pages API TBD TBD
> Add-ons server
> Feature Author First release
> redirection
>  TBD TBD
> Incremental upgrades and uploads
>  
> TBD
> TBD
> Documentation and support for 3rd party add-ons servers shadowm N/A
>
> Gameplay
> Feature Author First release
> Fix LoW
> TBD TBD
>
> I look forward to hearing your feedback.
>
> Kind regards,
> Andreas
>
>
> On 11/06/16 00:30, Charles Dang wrote:
>
> As ancestral closes in on his final draft of the trailer and we can
> (hopefully) get the Steam Greenlight process started, I think it's time to
> look at what we want done for Wesnoth 1.14. Assuming all goes well, that
> will be the version released on Steam, *not *1.12; the latter is too far
> behind to be worth it.
>
> But despite the major changes and improvements we've made recently, the
> fact still remains that Wesnoth is far behind in the polish, capabilities
> and design of even today's indie games. There has been a general consensus
> that Wesnoth 2.0 is needed. It is my hope that 1.14 will be the last
> release in the 1.x series (barring maintenance releases), and we can come
> to a decision on how to move forward towards a 2.0 release.
>
> For now, we need to focus on 1.14 and making it the best damn release we
> can make it, especially if it's destined for Steam. Therefor, I'd like
> every active or interested dev to reply to this email with a list of things
> they *absolutely must get done for 1.14, *and a list of *things they hope
> to get done, but are not priorities. *Devs will be held responsible to
> complete any items in their former category in a reasonable amount of time.
> Should they not, the item will be stricken from the development plan.
>
> Once we have the lists we should be able to get a general idea of a
> timeframe for the 1.14 release (whether on Steam or standalone). Right now
> I am hoping for *early 2017*.
>
> Thanks,
>
> Charles Dang (Vultraz, Community Manager)
>
>
> ___
> Wesnoth-dev mailing 
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>
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Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-10 Thread Andreas Löf

Hi All,

I've taken the opportunity to steal some of Ignacio's excellent work 
here, you can find the original at 
https://wiki.wesnoth.org/User:Shadowmaster/DevelopmentRoadmap . I've but 
it down to only feature things that are unreleased, with proposed 
release versions for some of them.


Please also excuse the HTML email :)


Can people please comment on whether they would like to take on any of 
these features? I've put iceiceice down for bosst:asio networking 
already based on his previous response.


Are there any features we want to scrap for 1.14?

There has been informal discussion about art licensing changes, is this 
something that should be discussed on the ML and possibly included in 1.14?


*Core*

Feature Author  First release
Windows upgrade packagesaquileiaTBD
Built-in game upgrader  TBD TBD
SDL_ttf dependency dropped  TBD TBD
Display engine refactoring  TBD TBD
SDL2 bugfixes and performance optimisation
aginor
1.13.5/1.13.6
Automatic WML cache cleanup
TBD TBD
boost:asio network clients
iceiceice
1.13.5


 User interface

Feature Author  First release
Tab bar UI styling  TBD TBD
Multi-line GUI2 textboxes   TBD TBD


 Lua/WML API


 Add-ons server

Feature Author  First release
Add-ons manifest model 
 	shadowm 	1.13.4
More game state info exposed to Lua (scenario id/name, next scenario, 
etc.) 	TBD 	TBD

Story and end screen calls mid-scenario TBD TBD
Add-on help pages API   TBD TBD
Feature Author  First release
redirection 
 	TBD 	TBD
Incremental upgrades and uploads 
 
	TBD 	TBD

Documentation and support for 3rd party add-ons servers shadowm 
N/A


 Gameplay

Feature Author  First release
Fix LoW
TBD TBD


I look forward to hearing your feedback.

Kind regards,
Andreas

On 11/06/16 00:30, Charles Dang wrote:
As ancestral closes in on his final draft of the trailer and we can 
(hopefully) get the Steam Greenlight process started, I think it's 
time to look at what we want done for Wesnoth 1.14. Assuming all goes 
well, that will be the version released on Steam, *not *1.12; the 
latter is too far behind to be worth it.


But despite the major changes and improvements we've made recently, 
the fact still remains that Wesnoth is far behind in the polish, 
capabilities and design of even today's indie games. There has been a 
general consensus that Wesnoth 2.0 is needed. It is my hope that 1.14 
will be the last release in the 1.x series (barring maintenance 
releases), and we can come to a decision on how to move forward 
towards a 2.0 release.


For now, we need to focus on 1.14 and making it the best damn release 
we can make it, especially if it's destined for Steam. Therefor, I'd 
like every active or interested dev to reply to this email with a list 
of things they *absolutely must get done for 1.14, *and a list of 
*things they hope to get done, but are not priorities. *Devs will be 
held responsible to complete any items in their former category in a 
reasonable amount of time. Should they not, the item will be stricken 
from the development plan.


Once we have the lists we should be able to get a general idea of a 
timeframe for the 1.14 release (whether on Steam or standalone). Right 
now I am hoping for *early 2017*.


Thanks,

Charles Dang (Vultraz, Community Manager)


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Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-10 Thread Sergey Popov
My plan is to finish transition from sdl-net to asio before
looking to do anything else.

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Re: [Wesnoth-dev] Roadmap: 1.14 and beyond

2016-06-10 Thread Charles Dang
You may have a point, but that's a discussion we should have once 1.14 is
out. Right now I'd like to get a solid plan for 1.14 set, based on what we
can accomplish now in a reasonable amount of time. We shouldn't be focusing
on grandiose plans - save those for what comes next, be it 1.16 or 2.0 -
and instead focus on more manageable goals we can reach in the next few
months.

On Sat, Jun 11, 2016 at 12:43 AM Sergey Popov  wrote:

> On Fri, 10 Jun 2016 12:30:59 +
> Charles Dang  wrote:
>
> > But despite the major changes and improvements we've made recently,
> > the fact still remains that Wesnoth is far behind in the polish,
> > capabilities and design of even today's indie games. There has been a
> > general consensus that Wesnoth 2.0 is needed. It is my hope that 1.14
> > will be the last release in the 1.x series (barring maintenance
> > releases), and we can come to a decision on how to move forward
> > towards a 2.0 release.
>
> I kinda disagree. Most games on steam are less polished than wesnoth's
> stable branches. And Wesnoth 2.0 most definitely isn't an answer since
> it implies engine change, and working with such a change takes effort
> away from actual polishing. I would prefer evolutionary development,
> making new 1.x series indefinitely. That way would minimize wheel
> reinvention and is absolutely needed for achieving any sort of lasting
> polish. Each new stable series is a chance to replace one of core
> subsystems with something more modern without losing existing progress
> in other systems.
>
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