Let me preface this by saying that I am glad you all are working so hard on Angband and I think you all have come up with alot of good ideas and changes, but I saw that statement and had to rant a bit. My apologies in advance........
I promise you, the changes being made are making it *MUCH* more difficult and frustrating to maintain a variant. It might someday be easier when you all reach your end goal of a codebase that you all are happy with, and limit your changes to the actual gameplay rather than what appears to be almost a total re-write of the game, both the game backbone and all of the gameplay features. But with more than a half-dozen people working on the game, each with thier own opinions and styles, when is that going to happen?
As for people starting their own variants, that doesn't happen much any more. I think most people who would have been inspired to do that in the past simply join the devteam and start making changes directly to Angband. But today, why would anyone start a variant with the current codebase when in 6 months the code will have comletely changed again?
But with all the things that are going into the edit files, there still isn't much you can do to the game that won't need changes to the code. For example, I doubt you could ever ptu enough in the edit files that you can't even put in a new spell type (GF_FOO) without a little programming.
As it is now, Angband pretty much is a variant, but it has the benefit the Angband brand name so it gets played the most. Like all variants (NPP included), some of the changes are pretty good, and some of them appear to have not quite panned out as intended.
Again, I am glad Angband is being worked on so much, but we went from one extreme (stagnant) to another (so much change we can't even get a feel for the game before it changes again). I do wonder when things will settle down, and if the game will even resemble Angband any more when it does. But it is not making things easier for the variants. But maintaining a variant is starting to feel like a waste of time, because I would need a devteam of my own to keep up with the changes.
I promise you, the changes being made are making it *MUCH* more difficult and frustrating to maintain a variant. It might someday be easier when you all reach your end goal of a codebase that you all are happy with, and limit your changes to the actual gameplay rather than what appears to be almost a total re-write of the game, both the game backbone and all of the gameplay features. But with more than a half-dozen people working on the game, each with thier own opinions and styles, when is that going to happen?
As for people starting their own variants, that doesn't happen much any more. I think most people who would have been inspired to do that in the past simply join the devteam and start making changes directly to Angband. But today, why would anyone start a variant with the current codebase when in 6 months the code will have comletely changed again?
But with all the things that are going into the edit files, there still isn't much you can do to the game that won't need changes to the code. For example, I doubt you could ever ptu enough in the edit files that you can't even put in a new spell type (GF_FOO) without a little programming.
As it is now, Angband pretty much is a variant, but it has the benefit the Angband brand name so it gets played the most. Like all variants (NPP included), some of the changes are pretty good, and some of them appear to have not quite panned out as intended.
Again, I am glad Angband is being worked on so much, but we went from one extreme (stagnant) to another (so much change we can't even get a feel for the game before it changes again). I do wonder when things will settle down, and if the game will even resemble Angband any more when it does. But it is not making things easier for the variants. But maintaining a variant is starting to feel like a waste of time, because I would need a devteam of my own to keep up with the changes.
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