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
Add-ons server
Feature Author First release
Add-ons manifest model
<http://forums.wesnoth.org/viewtopic.php?f=2&t=42966> 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
<https://wiki.wesnoth.org/NotSoEasyCoding#Port_redirection_Port> TBD TBD
Incremental upgrades and uploads
<https://wiki.wesnoth.org/NotSoEasyCoding#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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