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[glob2-devel] Thats it, we need a plan


From: Bradley Arsenault
Subject: [glob2-devel] Thats it, we need a plan
Date: Mon, 20 Mar 2006 16:25:23 -0800

This is it. I'm starting to get bored. I have nothing to do at nights.
I think *we* need a plan, a real plan, a project plan, a roadmap, and
all that other bullshit everyone seems to be avoiding.

I think its about time we sum up everything we want done before 1.0.
Everything. On this thread. And don't just toss this away like I know
a bunch of lazy people on the project will. *Everything*. Be specific.
Don't say "Fix map editor". That doesn't help. If we knew what needed
fixing, it would probably be already done, or atleast in progress. We
need to know whats wrong, and what should be done about it. List
anything and everything for 1.0. The important part of this list is
that we know when we have achieved everything, rather than being in a
state of semi confusion with nct suggesting things none of us know how
to do every so often.

That being said, I'll start off the system with the following:
    - Buildings should be able to be priorotized. Priorities should be
fully enforced, if a building being constructed is given a higher
priority, units won't go to Inns and work their regardless, the
building has a higher priority, and the units *must* go there if
possible. For several buildings in the same priority level, normal
prioritizing rules apply. There should be three priority levels, low,
medium, and high. New buildings start with medium priority. Priority
should be adjustable from the side menu, a likely placement is right
underneath the "number of workers" bar. Flags should also have
priorities. All buildings should have seperate priorities. The
difference should be noticable.

    - Multiple selection of buildings. This is an important one.
Multiple buildings should be selectable. You should be able to do it
two ways. The first is if you hold shift and click on multiple
buildings, they are selected. The second way is if you hold the mosue
button down when there isn't anything under the mouse pointer, you
should be able to drag a box to a new location. All buildings that
have all four corners within the box should get selected. When
multiple selection is active, the right hand menu changes slightly. It
should say how many buildings are selected. If there are buildings of
different times, common options should be shown, (yes, this means
labelling building option groups for the gui and doing it in an
abstract fashion). As for the values of the options, if the buildings
are all different, no value should be shown. However, if the values
are all the same for a prticular option, that value should be shown.
When changing an option, all selected buildings are affected.

I hope you all of something to contribute, so we know what needs to be
done. Long paragraphs like this are what I'm after. All of these
things can be discussed, but its important to come to a concensus
quickly, so we know what to do, rather than ponder on what the game
should feel like. Not knowing exactly what is to be implemented is a
key thing that slows me down, I don't know how other developers feel.
But serioussly all, if we want to advance this project, we need to
decide where to go, as a group, or else we might as well be going in
circles.

   Bradley Arsenault
       PS: I'm not trying to be mellow-dramatic




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