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[Freeciv-Dev] Re: Documentation, Usability and Development

[Freeciv-Dev] Re: Documentation, Usability and Development

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To: Justin Moore <justin@xxxxxxxxxxx>
Cc: Andrew Sutton <ansutton@xxxxxxx>, Freeciv Developers <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Documentation, Usability and Development
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Wed, 28 Nov 2001 09:21:35 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Wed, Nov 28, 2001 at 12:40:39AM -0500, Justin Moore wrote:
> > and when you're trying to implement a highly complex rule-based,
> > extensible game like free-civ, a good place to start is a complete
> > analysis of the problem.
>    Possibly.  But then we get back to the fact that it's just a game.
> Perhaps a slightly modified Brooks' rule works here (if you want a
> software engineering approach): Plan to throw two away.  Maybe three.  But
> in order for us to make those more drastic changes, we need a development
> branch (*nudge nudge*).

I have asked mayself hard if I should implement a new client from
scratch. I got the network layer finished and then stopped. I think it
is a nice goal. If you use the existing wire protocol you can
concentrate on one part (the client for example).

As for the development branch: setup your own like the AC people and
Ingo have done.


 email: rf13@xxxxxxxxxxxxxxxxx
 "Like the ad says, at 300 dpi you can tell she's wearing a
  swimsuit. At 600 dpi you can tell it's wet. At 1200 dpi you
  can tell it's painted on. I suppose at 2400 dpi you can tell
  if the paint is giving her a rash."
    -- Joshua R. Poulson

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