I come back to check on news about a new stable release(as I’m still playing Cooper), and check the lastest stable for almost two years now, althou I barely played 0.B and most of my playing is with 0.C.
Gotta say that it looks like contributors don’t coordinate among themselves, and whoever people has power to accept a PR doesn’t seem to communicate with the others.
And in my opinion, a lot of stuff seems to happen on GitHub, between the whoever small group of contributors that are active at the time. Thing likes “The Drawing Board - Suggestions, Comments, and Future Plans” are underutilized by the active contributors at the time, making once again, that one contributor does X and another does X by doing XY and having some conflicting PRs, or discussions about core mechanics being in GitHub by just a handful of the active contributors instead of discussing, exterminating and evaluating it in the forum, where it would remain archive for everyone to re-examine, instead of diving through the GitHub issues.
I also think that the C:DDA Design Outline has been totally ignored by now, specially as it states and I quote the design outline:
The Rule of Fun is prime: if it isn’t fun, you shouldn’t be doing it.
And finally, another thing I don’t understand, is why all the “hardcore realism” mechanics aren’t introduced as mod, instead of forcing them as core mechanic. It seems that now everyone thinks that CDDA is a hardcore realism simulator, I again quote:
We consider DDA a freeform, post-apocalypse, [i][b]low-intensity[/b][/i], reality-based, roguelike, with a focus on survival-sim elements and a heavy emphasis on scavenging.
Low-intensity means that the game is not constantly high-pressure, and not every move must be precisely calculated. It’s OK to relax and enjoy it; there will be aspects that you need not mess with, and that’s OK. Someone else will like those, and maybe even dislike the aspects that you enjoy. But there’s enough to go around. We neither need nor want competition for the “best” DDA player, and don’t even know how we’d define that. The Rule of Fun is prime: if it isn’t fun, you shouldn’t be doing it. That said, super-intense stuff may happen (and it may happen when you don’t want it to!) but the overall experience should come at you at whatever pace you choose to pursue. It should be just as possible to lead a slow and careful life in harmony with nature outside the cities as it is to make crazy laser-slinging assaults on superscience labs.
So again, it seems that everything now is about realism, and not about post-apoc stuff, scavenging, mid and specially late game content. It looks like soon we’ll have to hoard TP to do tactical poops behind a bush and then plash some ammonia to disguise the smell to not attract critters.
So again, why the powers at be(squidman, gunperson, knade etc) don’t just try to devise a way to coordinate and communicate easily and coherent between the bazillion temporal and not-so-temporal contributors and specially between themselves, as they are the ones that have the actual power to decide what goes into the main branch and what doesnt?