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[Wesnoth-wiki-changes] WesnothPhilosophy


From: wiki
Subject: [Wesnoth-wiki-changes] WesnothPhilosophy
Date: Sun, 19 Sep 2004 10:49 +0200

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IP: 210.82.76.17
URI: http://wesnoth.slack.it/?WesnothPhilosophy
 - - - - -
Index: WesnothPhilosophy
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/WesnothPhilosophy,v
retrieving revision 1.5
diff -u -r1.5 WesnothPhilosophy
--- WesnothPhilosophy   12 Sep 2004 19:52:40 -0000      1.5
+++ WesnothPhilosophy   19 Sep 2004 08:49:42 -0000
@@ -56,7 +56,8 @@
 they have a very clear and strong understanding of how they're going to make 
it work. Not a 'yes I can do this but it is
 kinda complicated'. Rather they should be thinking 'this is so stupid and 
simple that it's really really easy for me to
 do'. So I decided on a simple rule for the game: a feature would be added only 
if I knew immediately how to implement
-it. I wouldn't make vague promises to myself about features that would be 
later added, but which I had no idea how to do.
+it. I wouldn't make vague promises to myself about features that would be 
later added, but which I had no idea how to
+do.
 
 I started with a few basic units, and two races: Orcs and Elves. Elves had 
horsemen, which could advance to knights,
 archers which could advance to rangers, and fighters which could advance to 
heroes.
@@ -71,7 +72,8 @@
 
 I also fleshed out a very basic interface. There would be only a few commands: 
to move a unit, and to attack with that
 unit, as well as to recruit and recall units. I added in unit skills, which 
was something Master of Monsters didn't
-have, but I made the skills occur implicitly -- healing would be dispensed to 
all units around a specific unit for instance.
+have, but I made the skills occur implicitly -- healing would be dispensed to 
all units around a specific unit for
+instance.
 
 Obviously, Wesnoth is a fantasy game, so it contains some implication of 
spells/magic, however I have always disliked
 games that got deep into sophisticated systems of spells.
@@ -111,7 +113,8 @@
 well as doing some scenarios, and adding some very good ideas to the game.
 
 I think it's important for us to remember the KISS principle as development 
continues. Remember: Wesnoth has not reached
-1.0 yet. It's not a finished work. It could still fail. Let's make it easy for 
it to succeed by keeping everything simple.
+1.0 yet. It's not a finished work. It could still fail. Let's make it easy for 
it to succeed by keeping everything
+simple.
 
 Oh and how did I come up with the name 'Wesnoth'? It was late at night, and I 
wanted to release version 0.1. I muttered
 syllables to myself, until I came up with a pair that sounded halfway 
reasonable: 'Wesnoth'.
@@ -181,7 +184,8 @@
 
 I think that we have a very real chance of failing. That we can continue 
adding features, debating changes, going
 sideways, and end up with a product that is too large, too bloated, too 
unstable to make it to 1.0. With a development
-team that is too burned out on adding features and debating insignificant 
changes to polish and debug the program enough.
+team that is too burned out on adding features and debating insignificant 
changes to polish and debug the program
+enough.
 
 I think we have to accept that version 1.0 need not have every feature 
imaginable. That we will in fact have to leave
 out good ideas in order to deliver a finished product.
@@ -215,3 +219,22 @@
 happen next.
 
 David
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