Features for post v0.4
Posted: Tue Feb 14, 2012 5:50 pm
I've updated the roadmap. We've achieved everything listed "currently under development", though many of those features could/should be enhanced further. So there is nothing listed for now.
Besides content enhancements (like streamlining the tech tree) which should be ongoing, i have two areas i'd like to focus development attention on early in v0.5.
1) Outposts
Outposts cause a fair amount of confusion due to their implementation as limited colonies. Since the concept of what outposts should be, is pretty well established (i.e. population-less bases that don't produce resources), this feature could probably finished up pretty quick.
2) Macros
At Wesnoth we called this feature "macros". I don't know if that a meaningful name or not, but i'll explain:
Two major areas of content i'd like to improve are Resource Production, and Species differentiation. Currently the effects scripting resource production and everything else needs to be replicated for every species, so i've left it essentially the same for every species, so changes can easily be changed across the board with find/replace. It seems to me prohibitively complicated and highly error prone to try to change the general rules of resource production and diversify the species at the same time.
That's where "macros" come in.
A macro would be a bit of effects scripting that could be referenced in various places. For instance i could define three different macros "Lousy_Miner", "Average_Miner", and "Great_Miner". Then instead of repeating the effects scripting for mining in every species definition, i could just call one of the Mining macros. I don't know how hard that would be to implement, but there are huge gains in readability and maintainability for the content scripting. And i can start implementing species distinctive while work on resource production is ongoing.
Besides content enhancements (like streamlining the tech tree) which should be ongoing, i have two areas i'd like to focus development attention on early in v0.5.
1) Outposts
Outposts cause a fair amount of confusion due to their implementation as limited colonies. Since the concept of what outposts should be, is pretty well established (i.e. population-less bases that don't produce resources), this feature could probably finished up pretty quick.
2) Macros
At Wesnoth we called this feature "macros". I don't know if that a meaningful name or not, but i'll explain:
Two major areas of content i'd like to improve are Resource Production, and Species differentiation. Currently the effects scripting resource production and everything else needs to be replicated for every species, so i've left it essentially the same for every species, so changes can easily be changed across the board with find/replace. It seems to me prohibitively complicated and highly error prone to try to change the general rules of resource production and diversify the species at the same time.
That's where "macros" come in.
A macro would be a bit of effects scripting that could be referenced in various places. For instance i could define three different macros "Lousy_Miner", "Average_Miner", and "Great_Miner". Then instead of repeating the effects scripting for mining in every species definition, i could just call one of the Mining macros. I don't know how hard that would be to implement, but there are huge gains in readability and maintainability for the content scripting. And i can start implementing species distinctive while work on resource production is ongoing.