Am Mo, den 03.05.2004 schrieb Ingo Ruhnke um 15:54:
> And thats why 0.0.6 got that insane amount of gameplay and level
> testing that made it such a much better release than 0.1.0?
Polemic.
> > Besides, as you say, there was a lot of development in the 2 weeks,
> > so it is normal that we have to wait another two, in order to debug
> > everything and get feedback about what we did.
>
> And then there was again work in this two week and you have to wait
> another two weeks... Wait I have a suggestion, I let this release be
> called 0.1, while you can call yours "Super Tux Forever".
Polemic. (where did 0.0.5 and 0.0.6 come from, uh oh?)
> How again do you squish bugs that none of the testers found? You can
> either wait for all eternity for all bugs to be found or you can test
> it, fix found bugs, release it, fix the remaining bugs that people
> spot.
Ok, that's not entirely wrong.
> Everything was ready, everything was already ready two weeks ago. The
> last two weeks already where bug squishing and polishing in huge part.
> There is no reason to extent that period even longer.
What's about days? (Or even ONE day)
> Tobis was 'missing in action' for huge parts of the last month,
> nothing wrong with that, it can happen, but don't expect other people
> to just wait then and not get work done.
There is a difference between getting work done (which was solved
in great manner by all involved parties) and making a official release.
I appeared on the mailing-list and wrote about releasing 0.1 with
the leveleditor, didn't I?
> You failed to give me a good reason to not release, thats all.
So one can judge what's a good opinion for all the others?
(Polemic from my side)
> Well, if you release a new version you kind of have to announce it.
> And as already mentioned, this is 0.1, not 1.0, its expected to not be
> the best most polished 'Yoshi Island Killer' game ever and you can
> already have a 0.1.1 without any problem in the next day.
blabla ...
Greetz...
Tobias Gläßer (who calms down and prepares an official release)
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