That’s not that bad of an idea actually. Then we could just do a basic summary of what development has happened in the past week or so (and maybe update the changelog at the same time). Would be at least worth looking into.[/quote]
Yeah it wouldn’t need to be anything in depth or descriptive, it could just be a list of basic changes. More news on future developments (no matter how small, short term or whatever) would also help, just so that players can see that these things are still being looked towards (I know there have been a lot of ground work changes for things like NPCs for instance) even if the progress is slow.[/quote]
Subscribe to have it email everything to you that happens on the repo like I do, I DARE you
Look at https://github.com/CleverRaven/Cataclysm-DDA/pulse, then consider that that’s a week of activity.
I’m not opposed to a dev blog per se, but frankly it’s yet another time sink, and there isn’t anything for me to cut, I’d literally have to give up on developing new features myself in order to post about said new features.
I was hoping for the latest changes thread to fill some of this specific need, but it hasn’t really taken off, let’s give it some time and see if it can start doing that.
[quote=“Kevin Granade, post:83, topic:5841”]Subscribe to have it email everything to you that happens on the repo like I do, I DARE you
Look at https://github.com/CleverRaven/Cataclysm-DDA/pulse, then consider that that’s a week of activity.
I’m not opposed to a dev blog per se, but frankly it’s yet another time sink, and there isn’t anything for me to cut, I’d literally have to give up on developing new features myself in order to post about said new features.
I was hoping for the latest changes thread to fill some of this specific need, but it hasn’t really taken off, let’s give it some time and see if it can start doing that.[/quote]
Hmm, I was wondering why when I placed an anvil it gave me a nothing.
I suppose since we’re doing the whole ‘1c’ thing, I oughta chip in (or not : ).
From a content perspective : since I come from Minecraft (no, not advocating anything specific by that… stop it), I am hugely in favor of a small ‘default’ set of data that the game ships with. So guns and swords and stuff, but I suggest that most of it be handled by mods. (Yes, I know, huge task). The problem here is distributing the workload. In my opinion, the less the primary developers of the engine have to worry about whether or not they missed a ‘[’ in a given JSON file, the better. Let the mod makers handle the distribution (both in-game and out) of the lion’s (or, in this case, the gryphon’s) share of the items in game. Want mutations? Got it in a mod. Diseases? Multitudes of zombies of a rainbow of types (zombrony?.. I’m sorry I said that…). Maybe there’s a mod for that.
My vote would be for handling, in a sane manner, the mods required to provide the content of the game.
From a project/programming perspective : given the, ah, ‘democratic’ nature of this project… I’m not surprised by certain ‘features’ (which, as has been pointed out, may not be as bad [in a morally nuetral manner] as they seemed at first blush) such as unimplimented (because of a variety of reasons) or partially implimented game features, sliced fixes and the like. And code bloat. I also happen to be in favor of Kevin’s stance on the matter (not that my opinion matters).
On the dev-blog : This is not necessary for you to handle, Kevin. This is one of those things that somebody else can step up and handle. All that really is being handled by the dev-blog is a discussion of what has happened. So… essentially paperwork.
And on the dev-blog note… now I understand why the changelog seems… strange for this project.