Closed koosemose closed 7 years ago
I just wanted to add, it might be a good idea to finally make at least a basic main menu. I know over here #1461 @Ohda has already started with this but maybe we should get something a bit bigger (with options, load etc.) in place.
The question for me is still: are we past concept stage / are we at alpha stages - or not?
And my answer is that we are still in proof of concept stage - meaning that ambitious features are not needed to achieve the next milestone.
I like most if not all of the suggestions as of now.
I agree with being in a concept stage. We cant be in an alpha until all the furniture is balanced against each other and general gameplay progression makes sense. right now that is not the case.
Concept stage đź‘Ť
What he said ^^^ :+1:
EDIT: Bumped #602.
Bumping "Job logic to handle bringing material for multiple constructions (Don't bring stuff for only one floor tile on each trip outside." from v0.1 to v0.2. Also bumping "Path-finding logic to handle differentiating between inside and outside (Only exit the airlock when required)".
Updated original post to include additional suggestions, and sorted things into what I thought was reasonable goals for 0.2.
Once something approaching a consensus is reached, I will begin to get discussion going on nailing down exactly what we want for each of these features, or at least more specific ideas than we had for several for 0.1.
maybe also C# modding as alternative ? useful for 'heavy' mods and also more handy when it comes to refactoring that is happening a lot in early stages
@dusho how would that differ from how it is now?
@Tranberry I assumed @dusho was talking about allowing a modder to, say, drop a dll in the mod folder and have it work. Not sure what would be involved in practice to make that work. Maybe he meant something different?
yes.. either .dll could be compiled, or game will compile all mod .cs at startup, produce .dll and load it so instead of .lua files, there can be .cs files containing methods that will be hooked from .xml
sounds good to me, but I wouldn't know if it creates another hurdle on the path to actually achieve something close to a alpha game or not.
I'd consider dll loading to be a feature that could be implemented at any time. Don't see why it has to come pre-alpha. Lua modding should be enough to get people started. Only when popular mods get big/complex enough to warrant the speed boost do we really have to start worry about the possibility.
(That said if it turns out to be an easy thing to do, and do without breaking things catastrophically, make a PR whenever you want!)
Adding more details on most elements of the milestone, trying to get a more clearcut "here's what we want to achieve" for this milestone.
And due to the nature of this project, I think anything on the "future milestone" list can likely be considered as "We're not aiming for it right now, but if someone can do it within the current milestone, that's fine".
We could add to the list: Trading and Mining improvements/updates. Those are 2 systems being worked on that will continue to be improved. Might not get done in the next milestone, but they might get improvements.
Also inside the UI updates, we can add the redesign that is slowly happening. Maybe construction menu improvements, and other UI enhancements.
Most of these improvements are great core system tasks, but the list is a bit long and we might want to add some purely gameplay tasks too.
We should take this list and split it based on if there is a proposal and implementer to fix the issues and only include the ones that have a plan.
I prefer shorter release cycles over long ones. Especially when we still let people work on tasks that aren't on this list.
There've been several times when I've seen people looking for a "something to do" having open tasks looking for an implementer allows that.
And to a degree this is still a list of everything I could find that has been talked about, the only things that I moved to "future" are things that I was fairly sure would require more framework in place.
What about a due date? Quill gave 1 month for 0.1 and we almost made it. Considering the current slower pace of development, might I suggest the (completely arbitrary but nice and round) Dec 31?
I've added all the issues/PRs currently linked in the OP to v0.2. Feel free to disagree if you disagree. :grinning:
I currently have a start on the world generation. #1269
I personally prefer Jan 1 for a due date (due to New Years Eve), but something around that time frame is good in my opinion.
Gone ahead and set it to Jan 1. It can always be bumped.
2 points i think we need to add here somewhere :
At this point, 0.2 is pretty much set, start new Issues for these, and they will at some point end up in a milestone.
Regarding enemies, and failure states in general, I would prefer to put that sort of thing off until the game is at some sort of "Playable level" with fewer core features still being worked on, just due to the difficulties in testing having failure states such as enemies can bring.
can you update the OP, i think
Room Spanning Multiple Levels? Discussion @ #1491
and
Main Menu (Initial PR in #1461 )
have been accomplished.
Also, shouldnt we move Gear to a new milestone if we plan on changing how character sprites work?
Multiple level rooms is still in PR because due to the weird way TileTypes functions it breaks loading saves, and I'm not sure I can find a workaround.
And a gear system doesn't initially have to have sprites or interact with the sprite system, just have a way for a character to know they have a given piece of gear and it do what it should do (add some kind of armor, or allow them to fly in space or whatever)
We didn't quite hit the milestone, but we got a lot done, closing this as we begin our journey to the next milestone.
We're coming close to the 0.1 milestone deadline, and while we don't quite have everything in place yet, I would like to go ahead and get the ball rolling on what we want to aim for in 0.2.
That being the case, I'll start with Listing things that either currently have open issues and no (known to me) current implementation plans. Not all may be appropriate for 0.2, but it's somewhere to get started. Feel free to suggest other things that I may have missed. Also note, I would prefer to focus this issue on deciding what is actually appropriate for 0.2, and what should be pushed to later milestones, rather than discussion the specifics of each feature. We can nail down specifics further once we have a more fully formed preliminary list.
0.2
Small
Large
Ongoing tasks
Bugfixing, always Bugfixing Component System
Continuing UI improvements (discussed many places)
Future Milestones/Optional tasks for ambitious folk
Storyline #431 (likely best for a much later milestone) Lighting, Lights and Darkness #533 (Possible library for 2d lighting: https://github.com/f15gdsy/2D-Light-of-Sight-Unity )