Nearly didn't get a holiday this year but managed to squeeze in a week in October. Looking forward to getting away from the insane demands of Diablo 3 and World of Warcraft. Sorry, I mean of work, DIY and gardening.
Last year I did a bunch of work on item generation which ultimately resulted in the creation of v4. The year before that I rediscovered my love of Sangband so did almost no hacking. This year there is a very real possibility that I'll manage to build Sil for Linux and get hooked ... but in case that doesn't happen, I thought I'd ask people what they would do in my situation.
Here's the V world as I see it:
1. V3.4.0 is almost out (honestly, any day now - the tag is up on github and everything). Immediately after a release is the best time for major V development, because people haven't started finding gnarly bugs in the new release yet (and anyway there's a release manager whose job is to manage the 3.4.x releases - hi fizzix!), so we can get on and try interesting things for 3.5. But the problem here is that it isn't clear to me what, if anything, should be the driving goals for 3.5 - we've reached the point in the roadmap where the only two big outstanding goals are increasing difficulty (which we hope we've done with 3.4.0) and splitting off the UI properly (which I don't think I could do if I tried). The advent of v4 means that changes for 3.5 will be more conservative, at least until something is proven in v4 and ported over. So my love of the unproven will naturally lead me to work on v4 instead.
2. v4 now has new items, new combat, new rooms and new traps. I wouldn't mess with the latter two, but the new combat system needs finishing off (archery, throwing, maybe martial arts?) and of course there's always room for improvement with item generation. But the main thing I was going to do here was rewrite effect handling, because I decided that much more flexibility with effects was necessary before I 'finished' item gen (and rewrote randarts). I did a ton of thinking about this earlier in the year, and got to a point where I was pretty much ready to start hacking - but then Derakon started Pyrel. [That isn't strictly true because WoW intervened, but allow me some narrative licence.]
3. I honestly think Pyrel is the future of Angband (no pressure Derakon!). Put simply, it's in a nicer language, and it doesn't suffer from the hundreds of "you wouldn't start from here" problems you have with the V codebase. I don't think Derakon has made any major design mistakes so far (not that I'd necessarily know if he had, but I'm reasonably confident), and now that the code is public I could brush up my python and make a serious contribution. But it is an awful long way from playable, and I don't know if the things that would be Derakon's priorities are things I'd find interesting to work on.
So what would you do if you were me, and had a week of coding time interrupted only by babies, beer and beaches?
Last year I did a bunch of work on item generation which ultimately resulted in the creation of v4. The year before that I rediscovered my love of Sangband so did almost no hacking. This year there is a very real possibility that I'll manage to build Sil for Linux and get hooked ... but in case that doesn't happen, I thought I'd ask people what they would do in my situation.
Here's the V world as I see it:
1. V3.4.0 is almost out (honestly, any day now - the tag is up on github and everything). Immediately after a release is the best time for major V development, because people haven't started finding gnarly bugs in the new release yet (and anyway there's a release manager whose job is to manage the 3.4.x releases - hi fizzix!), so we can get on and try interesting things for 3.5. But the problem here is that it isn't clear to me what, if anything, should be the driving goals for 3.5 - we've reached the point in the roadmap where the only two big outstanding goals are increasing difficulty (which we hope we've done with 3.4.0) and splitting off the UI properly (which I don't think I could do if I tried). The advent of v4 means that changes for 3.5 will be more conservative, at least until something is proven in v4 and ported over. So my love of the unproven will naturally lead me to work on v4 instead.
2. v4 now has new items, new combat, new rooms and new traps. I wouldn't mess with the latter two, but the new combat system needs finishing off (archery, throwing, maybe martial arts?) and of course there's always room for improvement with item generation. But the main thing I was going to do here was rewrite effect handling, because I decided that much more flexibility with effects was necessary before I 'finished' item gen (and rewrote randarts). I did a ton of thinking about this earlier in the year, and got to a point where I was pretty much ready to start hacking - but then Derakon started Pyrel. [That isn't strictly true because WoW intervened, but allow me some narrative licence.]
3. I honestly think Pyrel is the future of Angband (no pressure Derakon!). Put simply, it's in a nicer language, and it doesn't suffer from the hundreds of "you wouldn't start from here" problems you have with the V codebase. I don't think Derakon has made any major design mistakes so far (not that I'd necessarily know if he had, but I'm reasonably confident), and now that the code is public I could brush up my python and make a serious contribution. But it is an awful long way from playable, and I don't know if the things that would be Derakon's priorities are things I'd find interesting to work on.
So what would you do if you were me, and had a week of coding time interrupted only by babies, beer and beaches?
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