On Nov 28, 2005, at 4:51 AM, Nils Kneuper wrote:
— Conversion to new team color system (Thanks dFool !)

That one already is problematic. When playing in mp, i do not see a big difference between the units of the elvish fighter line. Basically the lvl1 and lvl2 units do look completely the same. Before they were easy to distinguish due to the different color of their headband.

I, obviously, did not convert that unit. :) In fact, I haven't done any yet. I'm quite likely to change his costuming. As for the drake, I'm quite likely to give him a color change to his armor. The team color system will require a complete rethinking of how we do unit coloration, but I'm all for it - it's one of the best additions we've had to the game.

Before I do that, though, I'm going to prototype all of these animation dealies on one unit - the Elvish Fighter. When people start coming to do the work, we need to have sort of a red carpet in front of them - we need to have an example for them to follow, and the code needs to work. If people work on the thing, they need the "instant gratification" of being able to plug it into their existing copy of wesnoth and run it. Release and packaging of occasional (every month or two), unstable trunk builds is a MUST, because only a very small minority of people can compile wesnoth, and these usually aren't artists. It's ok if things are broken in these builds, we just need *something* for artists to use the latest features with. (I'm not suggesting these trunk builds replace the Stable build - these would be offered at the bottom of the downloads page, as something the average person doesn't see).

Hmm, that will be hard. We would still have the problem that someone actually needs to compile the things. I think atm it is fine for artists to simply use the "new" image and data dir in their old verison. This will not break too much. Once the system of terrain letters is changed, this will not work. But since there will be a development release not too far in the future (about one month) it should not be such a big problem. I simply do think that it is almost impossible to have these packages *compiled* for all the systems.

I think you misread what I'm saying - I'm saying "make a development release soon after the creation of new graphical features, and release a windows and mac version. I'm just worried that some people will want to turn trunk into some pseudo-stable release, which it should *not* be relied on to be.

Gameplay Improvements:
— Tweak of abilities to allow multiple attack specials.
— Retrofitting of CTH bonus system to allow flexible application. Magic and marksman were fine when we had ~5 factions. They're way too granular for what is to come. — Addition of several new factions to mainline, addition of several units to certain existing factions (dwarves, saurians, naga). — Possible addition of proper unit inventories, including item dropping, transfer, and use-on-demand (healing potions are basically useless right now). — Addition of new damage types (pierce, impale, shadow - the impale part is Dave's suggestion). — Retrofitting of all basic abilities to allow them to be scaled per unit (regeneration, for example, healing for another). Poison is not included in this.

I am not really in favor of these changes. There will be some problems and Wesnoth will not be KISS anymore. We really should be carefull not to make the game be too complicated. The CTH system could lead into that direction. New factions and new units: sure, as long as they do fit. Inventories: NO! This is not a RPG but a strategy game. Some RPG elements, fine, but not too much. I don't think healing potions and so on would be this good for Wesnoth. The new damagetypes Dave proposed would mean something different: not adding new ones, but removing old ones and replacing these with (by far less) others. The stuff scaled per unit can be nice and on some things already is worked on. That is changing the traits depending on the unit stats. I think some changes are nice to have, but the game should still be Wesnoth and not WesnothRPG or "World of Wesnoth".

As always, this requires a careful hand on our part, which I'll be the first to apply.

The inventory system would only be to make sane what we already have. It seems absurd that we cannot, for example, trade the Sceptre of fire between Konrad and Li'sar, or trade the Storm trident between different mermen. Besides the point, some people might want to make their own, much more RPG-like user-campaigns. Why restrict them?

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