Hogne Håskjold wrote:

I would like to hear what other peoples goals are.


Hello

My goal will remain the same - make Wesnoth as balanced as possibile while keeping it as fun as it is now. I will try look into every ability/unit/balancing proposals, making sure that it won't 'broke' wesnoth from balancing point of view. Also I would like to make game more newbie-friendly. I'm thinking about writing tutorial, which would contain my knowledge (and knowledge of other players) about game - everything which is essential and some more advanced things.



David White wrote:
>
> So, what do people think? Is this workable? Any other ideas?
>

I belive chosing good 2nd leader is now critical for the project.
I, honestly, can think about few possible directions of development:

-revolutionary: many changes, new units, new proposals, abilites etc.. changes (sometimes even drastic) to basic game rules. I bring this up, because I noticed that some people would like to see some quite big changes in a game. I see 2 dangers connected with this: first that we will resign (even in only some parts od the project) from KISS principle, and make game too complicated to be fun for average player, second, that we will make Wesnoth, which won't be this 'our' Wesnoth anymore.

-conservative: stick to 1.0 branch, do some bugfixing, add new things only if they won't add anything complicated, do not try to change game rules. But I think that this isn't trully what word 'develop' mean, so it won't happen.

-careful reformist: take what wasn't so good in 1.0 and change it. Make changes, but make them carefully, and not many at once. Add new things, which will still 'fit' wesnoth and will be KISS. Make big change(s) _if_ needed, but consider all opinions, KISS principle and Wesnoth Philosophy. I'm, honestly, in favour of this one. I belive that thanks to it, we won't 'lose' that, what make wesnoth unique, and game won't became too complex. Also developing process will still be ongoing.

So I would expect from 2nd lead developer, which would most likely became one of most important persons, say what course we will take, define which kind of changes we can put in game, and which we won't. There is of course need that this person will be available to discuss things - it doesn't mean that he has to stay 24/7 on IRC :-) Contact via mail can be IMHO good too. Still I think it is better to discuss something in 'real time' - so being available even few hours per day on IRC and reading backlogs is something needed. This position makes one person rather 'powerful', but brings along with that big responsibility. Time, is what leader will need mostly.

One thing that is also important to me - to have leader which would actually play wesnoth. Not as much as regulars of course, but few games per week would be really nice, and even needed for playtesting some of changes. Of course not only alone games against AI - I had lately really nice co-op games against AI with Ivanovic, Soliton and freim. During those kind of games we can test and discuss things and of course have fun.

Those are my thoughts. I'm happy I can participate in this project, making one of my favourite games better and better, and observing how Wesnoth community grow.

Bartek

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