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Re: [glob2-devel] increasing our workforce
From: |
Stéphane Magnenat |
Subject: |
Re: [glob2-devel] increasing our workforce |
Date: |
Tue, 28 Nov 2006 17:09:49 +0100 |
User-agent: |
KMail/1.9.5 |
On Tuesday 28 November 2006 12:07, Kai Antweiler wrote:
> I'd like to make "increasing our workforce and the number of users"
> our top priority.
Agreed, especially workforce, we do not even have force to reply to bug
reports.
> If anyone has a good idea how to achieve this - please reply.
> Is it really feasible to rewrite the network code (Bradley) in a
> reasonable amount of time?
It's an hard job but feasable, yet it requires people with time and experience
with network code to work on it. I suggest working in a branch for such big
changes.
> I wonder how many users we have.
Probably more than we imagine, because on large inclusions in distributions,
but most people probably play single or local games.
> Is it possible to count the number of users that regulary play
> or the number of glob2 network games per week?
It would be a relative easy change to YOGserver.
> How about getting the numbers of network games for each day and hour,
> like a schedule?
Nad making web statistics out of the YOGServer, it is feasable.
> Are there enough players to do a tournament and is the network stable
> enough for this?
Probably, but difficult to say.
> When would be the best time for this?
what do you mean ?
> Could we implement a glob2 ladder (despite the network bugs)?
Probably, but if there is ladder there will be much more cheating.
> How many users create maps?
Hum... good question.
> Can we make user votes on maps and put the results on our homepage?
It would be nice to have a web-based repository of maps that could also be
accessed from the game, that is the idea I had behind the head while making
the stream system.
> Are there maps that promote quick games (30 minutes)?
It is feasable, but the risk is to reduce the strategical depth, altough it is
probably not depth enough anyway.
> We could implement campaign like games, where every side is played
> be a human player. Thereby advanced players can play against less
> advanced players without having to hold back.
> Also games could be much faster, since the building phase already happend.
That is a funny but interesting idea.
> If we ask our users to learn c++, could that possibly work?
One requires more than some knowledge of C++ to enter into glob2's codebase,
which is not well documented and quite complex ; but some might manage to, if
they are programmers already.
Have a nice day,
Steph
--
http://nct.ysagoon.com