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.