[crossfire] C++/Qt server version

2008-11-17 Thread Nicolas Weeger
Hello.

I do plan to have a C++/Qt (core only, no X dependency) version of the server, 
with advanced stuff (dynamic archetype loading, ...).

I do expect / want this version to become the official server (winning on 
features, hopefully :)).

But I definitely don't want a fork, so I'd like to work on CF's SVN server.

So two options:
- I work directly on trunk - my preferred option, considering it's unstable 
since some years, and doesn't seem to be soon stable, not much work going on 
it
- I make a branch and work there - and if needed / when we want we merge to 
trunk

Opinions?

Note that this isn't for tomorrow, some stuff to finish before, maybe in a few 
weeks :)

Nicolas
-- 
http://nicolas.weeger.org [Petit site d'images, de textes, de code, bref de 
l'aléatoire !]


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Re: [crossfire] C++/Qt server version

2008-11-17 Thread Lalo Martins
quoth Nicolas Weeger (Mon, 17 Nov 2008 20:07:37 +0100):
 So two options:
 - I work directly on trunk - my preferred option, considering it's
 unstable since some years, and doesn't seem to be soon stable, not
 much work going on it
 - I make a branch and work there - and if needed / when we want we merge
 to trunk

I'd like to propose that the best alternative is a third one:

You work on trunk, but tag (or even branch) the last revision before the
C++ transition.

-- 
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For the moment, whatever info you want is probably at
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Re: [crossfire] Gameplay

2008-11-17 Thread Mark Wedel
Nicolas Weeger wrote:
   As an add-on to that, I'd still like to see a quest management system
 that also provides rewards in exp or spells or the like, so that the only
 way to get that isn't by killing monsters (this can also be done now just
 by updating maps).
 
 Yet again I'll remind you: YOU CAN ALREADY GIVE EXPERIENCE FOR SOME EVENTS
 See http://wiki.metalforge.net/doku.php/dev_todo:experience_rewarder
 But of course no one is actually using it, not like it's useful is it

  Yes - I know about that - but there isn't any mechanism to actually manage 
quests in any way.

  What quests is my character working on?  Status of those quests (granted, 
vast 
majority of crossfire quests are simple quests - you get the quest, go out and 
do some single item, and return for reward).   Better quests are more 
sophisticated - several steps to go through before completing it.

  The experience rewarder is a piece of good quests that is done - but still 
nothing there to manage/track quests.

  A problem I think this results in is very linear/directed gameplay - once I 
learn about something, I'm going to go off and do it, because I don't otherwise 
have a good way to track different things (other than copying them to out of 
game mechanisms).

  I remember a quest management system was written, and then removed with 
something better to replace it.  That better thing to replace it hasn't shown 
up 
yet.

  And I think that would be one of those things to improve gameplay, which is 
what started this discussion.

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