Re: [Super-tux-devel] New admins!
Brought to you by:
wkendrick
From: Ricardo C. <ri...@ae...> - 2005-03-18 19:34:07
|
Em Quarta, 16 de Mar=E7o de 2005 14:30, o Marek escreveu: > Ricardo Cruz wrote: > >Hello there, > > > > This is quite a suprise. I've been asking for a new maintainer for so > > long, so this is definitively good news. Although, I think this is just= a > > too bloated team of admins, so I'd suggest to attribute functions to > > people. You know, webmaster, release coordinator, etc, and maybe even a > > leader that should have the last word on subjects and have a view of the > > road map. > > I agree that assigning functions and even a leader is a good idea. The > best thing, however, would be if we could manage without one, that is, > with lots of discussion in the team. I suggest we assign functions to > team members in a meeting and see how much we need those functions. > > > Anyway, what the project needs right now, in my opinion, is a sense of > >direction on the coding part. I personally don't like the way coding is > >heading, and I currently very much prefer when the code was C. It is > > getting too complex and, from what I've seen from the last re-code, less > > flexible. Small games like Alex 4 [1] kick SuperTux's ass big time, in > > terms of playability. > > We currently need direction on every aspect of the game, not only the > coding. We need major decisions on looks, story, gameplay, features, > code etc. that will be included in milestone2. I agree. I guess I find the coding part more important right now, because= =20 this is where I can help and this is what's more active. But yes, especially the graphics are important to define, so that they loo= k=20 a-like. > As for the complexity of the code: I think you can't really compare > SuperTux to games like Alex4 anymore as their goals are completely > different. Compared to Mario games, SuperTux might be about to become a > SuperMarioWorld or even more than that, while Alex4 will probably stay > at a SuperMarioLand stage. Not that this is a bad thing, though, it's > just completely different; and complex games require complex code. IMHO, > SuperTux' playability is great; it can still improve, which requires a > lot of care when implementing new features. I really don't think they're not comparable. They are both games and of th= e=20 same genre. SuperTux might be more ambition yes, but it's still a Jump'n ru= n=20 game. Something like a world map could be easily implemented in Alex4. If y= ou=20 look at SuperTux's code that part is pretty much isolated in one file and a= s=20 far as I remember it is not much bigger than the 1000 lines. > On the other hand, I agree that the code is confusing in parts; it's > really hard for me to get to fully understand it. There are probably > still a lot of hacks that need to be replaced by proper functions (i.e. > lots of things I wrote because I didn't fully understand the code :) ). > However, the code in it's current state is rather buggy. I guess Matze > left some major bugs unfixed after the Big Commit (some of which eat up > a lot of resources); that is what I meant when I said before that > currently, only Matze fully understands the code. But I'm sure he'll fix > those as soon as he's got the time again. (*wink* :-) ) > However, I guess you noticed that some of his changes greatly improve > handling the code, especially when it comes to implementing badguys, > level objects and triggers. > Anyway, the code should be a major topic in the meeting. > I'd prefer to call it complex rather than complicated. I mean it doesn't u= se=20 any magic stuff, it's just that things are so spread and rely on each other= =20 and stuff. I don't like this kind of coding. Maybe I've spent too much time= =20 coding C this year. :) About the eating resources thing, that might be because of the ammount of= =20 STL, virtual methods and other expensive stuff use. I've recently developed= a=20 algorithm equation calculator in C, and it's amazing how optimized you can = be=20 when you're so limited. > > That said, I wouldn't like SuperTux die, because somehow it has a big > > base of players -- I was even asked some information about the project > > for an article about it for a quite popular Portuguese magazine (PCGuia= ). > > So, what about organizing a few days in August or December for a meeting > > and some hacking? > > About the article, that's great news! SuperTux seems to have a lot of > fans, and we shouldn't disappoint them. I don't think it's going to die > soon, as it seems we still all enjoy coding (and playing) it. And > although we took a rather long break now, that doesn't mean SuperTux > caught the DNF-Syndrome already. :-) Yeah, I also find it fascinating with the ammount of popularity SuperTux h= as.=20 But notice that this popularity is actually derivated from the fact that it= =20 is a SuperMario based, and is not completely ST's merit. > Matze and I already thought about having a SuperTux coding session in > Karlsruhe, during the LinuxTag days end of june. If anyone else is going > to see the LinuxTag this year, it might be a good opportunity to meet. > But first things first: We need a date for an IRC meeting soon. I > suggest some day between March 29th and April 6th. Suggestions, anyone? > I was looking forward a meeting a year ago, I'm not that excited about it= =20 right now, and I don't think I would make it in the Summer holidays. About a IRC meeting, I'd prefer if it was in a working day. At the end of = the=20 afternoon (say 6 o'clock GMT) or at night (9 h). See ya, Ricardo > Marek > > =2D-=20 The whole world is a scab. The point is to pick it constructively. -- Peter Beard |