You may have a point, but that's a discussion we should have once 1.14 is out. Right now I'd like to get a solid plan for 1.14 set, based on what we can accomplish now in a reasonable amount of time. We shouldn't be focusing on grandiose plans - save those for what comes next, be it 1.16 or 2.0 - and instead focus on more manageable goals we can reach in the next few months.
On Sat, Jun 11, 2016 at 12:43 AM Sergey Popov <loonycyb...@gmail.com> wrote: > On Fri, 10 Jun 2016 12:30:59 +0000 > Charles Dang <exodia...@gmail.com> wrote: > > > But despite the major changes and improvements we've made recently, > > the fact still remains that Wesnoth is far behind in the polish, > > capabilities and design of even today's indie games. There has been a > > general consensus that Wesnoth 2.0 is needed. It is my hope that 1.14 > > will be the last release in the 1.x series (barring maintenance > > releases), and we can come to a decision on how to move forward > > towards a 2.0 release. > > I kinda disagree. Most games on steam are less polished than wesnoth's > stable branches. And Wesnoth 2.0 most definitely isn't an answer since > it implies engine change, and working with such a change takes effort > away from actual polishing. I would prefer evolutionary development, > making new 1.x series indefinitely. That way would minimize wheel > reinvention and is absolutely needed for achieving any sort of lasting > polish. Each new stable series is a chance to replace one of core > subsystems with something more modern without losing existing progress > in other systems. > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev >
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