On Sat, Nov 26, 2005 at 01:03:15PM +0100, Hogne H?skjold wrote: > Are KISS still the mantra? or do we want to add more complicated > features. What will this do to game stability/code complexity... Do we > need more rigorous methods or are commit and break ok..
Dave's application of KISS is the reason I joined the project, and IMHO is the main single reason this project is where it is. If we drop it, I don't expect the project to survive long. KISS for me is about doing things with the game that are easy to code and easy to explain, in other words conceptual simplicity. Large systems cannot scale without conceptual simplicity, since the increasing number of parts brings additional complexity, and making their interaction more complex makes the scaling degrade at a geometric rate. Wesnoth is now a large system, and needs conceptual simplicity if it is to avoid collapsing under its own weight. > I would like to hear what other peoples goals are. - fixing user interface glitches and irritations, especially as regards user input and consistency of information display - stamping out any remaining OOS bugs (if any remain) - polishing SotBE - investigating why our SDL_ttf is broken with DejaVu 1.13 and later, so we can drop FreeSans for Greek and move to DejaVu completely - tidying up parts of the build system - rationalising WML: some tags have different syntax for no real reason, there are some arbitrary limitations that could be removed, there is an artificial distinction between multiplayer and campaign scenarios - fixing instances of fragile coding with unsafe assumptions about values - efficient code for evaluating some of the basic game mechanics, like probability to kill in a given skirmish, relative power of sides, identification of key terrain hexes -- [EMAIL PROTECTED]
