So I know that I tend to be a bit random; I get an idea and I start working on it. Silnarm, I think you tend to be that way too. We both do really good work and come up with really good stuff. But I'm going to try to pay closer attention to Hailstone's direction -- I think he's really good at this "coordination" stuff. Maybe we should make serious plans for each release and have some mechanism for tracking, discussing, debating and deciding upon what will happen in each release -- one that gives you (Silnarm) and I enough room to run off on our crazy tangents, but gives Hailstone the ability to keep in check what actually goes into a release.
Yeah, guilty as charged. Direction is good, and I agree, young Hailstone does seem to be the most 'sensible' of us
I think Bugzilla is insufficient for our needs, Hailstone and I started discussing trackers on IRC on tuesday, but I got sidetracked (pun not intended, noticed reviewing post
)... I've got a bunch of stuff in mind deserving of a 'ticket' but not really 'bugs' or 'features'.
Regarding targets, I can't check what is on bugzilla atm
, but yeah, we should definitely be discussing some goals, and revising targets for releases... I'm not to sure how to proceed exactly at this point, I am leaning toward a total focus on creating an RTS Engine, those command updates as decision trees &| FSMs might well be Lua (C++ assisted) 'classes' &| functions.
While I'm not willing to back my claim up now, I think many of the things people have been requesting of late that require new code, require new/modified code for commands (&| skills). Command updates aren't frequent enough to concern me much on the performance side, so I think defining & updating commands in Lua is probably a good idea... but obviously I would like to talk with you and Hailstone about it.
Obviously that's no small task either, and should not really be done while other refactoring is being done, so it should probably go on the back-burner for now in any case.