Topic: Overall Plan for widelands
Ron_of_Nord![]() Topic Opener |
Posted at: Yesterday 05:54
I've been reading some of the older posts about the economy,naval warefare and some of the good suggestions made by others, I was wondering what direction the developers plan to take widelands. Given it is BOTH an economic game and a RTS game, I am curious what the elders think and how they would like to go. Having some idea of this may inspire us lesser mortals to try new ideas and create add-ons for them. There are some awesome add-ons, but I don't use them all, but as I have stated elsewhere, I am working on a fantasy add-on. A better idea of the direction of this game would help in the design of my current goals. The aussies are coming, ya ho! ya ho! ![]() ![]() |
Nordfriese![]() |
Posted at: Yesterday 09:57
Well, my opinion as frequently stated when shooting down suggestions is that Widelands is all about economy, with the military aspect purely a minor feature You might be interested in the current big project that will arrive in v1.3: Trading, which is functional in a parallel development branch and will be merged into the main development version when the remaining missing features (tutorial, nicer UI etc) are done. Naval Warfare is also still under consideration, especially its economic aspects such as the possibility to add refitting costs. Generally, major changes that force players to change their accustomed gameplay strategies are discouraged, with exceptions for features that are very often requested and/or have been planned as must-haves for a long time – namely Naval Warfare and Trading. So don't expect any other major game-changers soon Another important, big topic that has been open for a long time and is definitely wanted is 4K / UI scaling support. ![]() ![]() |
Ron_of_Nord![]() Topic Opener |
Posted at: Yesterday 11:49
Well, for starters thanks for the link, I'll have a look later
I agree that anything that changes the flavour of widelands to drastically should be avoided The aussies are coming, ya ho! ya ho! ![]() ![]() |
tothxa![]() |
Posted at: Yesterday 17:10
Well, there are many RTS games with minimal economy/logistics concerns, but Widelands is unique1 in its focus on the latter. So as far as I'm concerned, we don't need new RTS inspired features. As for overall plan: we have so few active developers, that we can't afford the luxury of making plans. We couldn't even clean up the pull requests that accumulated during the v1.2 freeze.
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Ron_of_Nord![]() Topic Opener |
Posted at: Yesterday 21:39
I agree that widelands is unique, that's why I enjoy it so much,as to more combat orientated features, I don't think that is really the way to go myself, Widelands should always be true to it's roots. I have played many RTS games, commercial ,
like the Warcraft and Starcraft series of games, Age of empires etc as well as quiet a few indie development games that focus more on thie economy aspects.
The aussies are coming, ya ho! ya ho! ![]() ![]() |
hessenfarmer![]() |
Posted at: Yesterday 22:24
well for the addon development maybe another rule of widelands development might be of help to you: ![]() ![]() |
Ron_of_Nord![]() Topic Opener |
Posted at: Yesterday 23:42
I have found some old maps won't load but that's not really a problem as I would load them into the highest version that would load them , and saved them again using that version, that way my maps could be bumped until the latest version was happy. Having the Lua interface being compatible across 2 versions is very useful,and make any changes minimal. The aussies are coming, ya ho! ya ho! ![]() ![]() |