* A: There is no website fo any kind, Im not saying you need a huge portal site, a mini site with a home page, an about, a gallery and a download page would suffice. 4 pages
I totally agree, and it's next on the agenda, after the last Alpha's been released for testing and evaluation, and assuming there are no horrible problems found that delay entry into Beta.
It's going to get done, before any sort of general release. I've simply been holding off on it until the game is essentially done. I != great website designer (look at my site, duh) nor do I want to put up some crummy PHP-driven thing that will drive me crazy, either. I'll bang out some dead-simple HTML and revamp the entire 'site to reflect where things are, but not yet. Soon, though.
* If you release requiring svn spring your alienating your target audience. As a result most people cant use P.U.R.E and are put off by the prospect of having to emss with various spring installs. By the time normal spring catches up with a release its too late and youve lost your momentum.
It won't get released to a general audience before 0.77b is released. I agree, that'd be a mistake, given that it's completely unplayable in 0.76b.
My objective is to get this out of Alpha testing, which will probably start tomorrow night when I've had time to sit down and test Kloot's patch for music and do other minor crap, and have tested it all, one last time.
Then Beta, with as many people as apply to test it using SVN builds, then general release.
That said, I think it's more a matter of when Tobi wants to call a halt and push a release out, than that there's a major reason to wait (
at least, that's the impression I'm under, given the current stability of the current beta, but meh, I don't even pretend to understand what may be transpiring on that end all of the time- the number of new features / fixes that have come in the last week is like watching some weird digital avalanche, tbh, and I have no idea if major new things are still pending).
* You've wasted unnecessary space by putting resources stored and maximum resources in seperate entries in the GUI, whereas it would be more convenient to use the '/.' seperator aka 10/20 or 15/20
Convenient, how? That sounds more confusing than helpful, at first glance- I want users to see these two things, which aren't the same thing, in a straightforward way, and I don't want them to be confused, or to have to explain what that "/" is for, when they can just read a stone-simple label, instead.
And what's that space supposed to get used for, otherwise? It's not like "saving space" is a priority, given that it displays everything people need to know already, and quite clearly imo. And it takes up slightly more total screen area than the current UI, so I have no real burning desire to make it smaller for the sake of- if there's anything I hate, it's a UI that you cannot read, because everything's too small.
* Move your button panel downwards so its nearer the bottom bar for a more consistent GUI.
I may tweak it a bit. In the main, though, that's for users to change, through their control panel options files, just like they've been able to do for awhile now.
I'm not at all keen on enforcing an entirely mod-controlled UI for stuff like the button displays, which are meant to be non-static in design, and I cannot do what you're describing without poking into GPL'd UI source, which I am not going to do, short of writing an entirely new UI.
Basically, this is an overhaul and visual improvement of Spring's standard UI, not a rewrite, and I haven't touched Trepan's code, nor do I hook into it. I have no plans for doing a rewrite prior to release. Rattle already brought this up, and it's simply not worth the time investment- planning and executing an entirely new UI is entirely out of scope.
* Your comment on the artillery and stop+hold fire is no excuse. Theres nothing stopping you from programming this as a lua gadget that only runs when under an AI player, this is a prime example of lua enhancing an AIs gameplay by filling in the gaps. I would also argue this should be done for human players too as they shouldnt have to be told these sorts of things and its needless micromanagement.
While I agree that it's needless micromanagement, and is annoying and counterintuitive and probably one of the major reasons users have not made proper use of this unit, I have no idea how to detect whether a given Team is controlled by an AI or by a normal player. I'll investigate this when I get home again, if nobody has a simple method that will give me that result.
Then there's the problem of disabling a feature, in such a context- since AIs cannot use this feature, because they don't understand what it does, I'll need to disable it, so that AIs can continue to function normally. That's probably pretty simple though.
If you or anybody else knows how I can detect that, I'll gladly change this and use a variant of the Gadget I'm already using for a somewhat-similar unit on the Resistance side...
* You should make a gadget that shows little baloon popups over structures and buildings with help messages, only they appear to new users then they dont show again. An example would be 'Capture these for resources using an engineer' on your floating cubes.
That's a whole new set of Gadget code, basically a major new feature. I'm not convinced that it's a great idea, either, although I'll mull it over.
I've been thinking of writing a Widget that displays additional information about Units when they're selected- somewhat like CA's use of IceUI, but without the needless layers of complexity they've piled into it (
imo, and not to disparage their efforts- I simply think their UI is more complex than I personally favor). It would be designed to give players more in-game information and fluff.
However I'd prefer it if we had a working campaign design system, even a crude one, to develop some training materials with- I'd rather handle the main problem, which is learning-curve, that way, frankly.
* Release world builder ahead of schedule as a standalone entity where possible.
I'm not doing that.
It confers no advantages, and would create headaches- it's not something you just wave a magic wand and use, and I haven't exactly written documentation yet, nor do I want to distract myself with that job while doing everything else I need to do.
The Lua part's pretty straightforward, imo, and the code's very readable, but there's a lot more involved than just Lua, and I don't even wanna
try supporting mappers and modders while getting the game done at the same time, or watch people complain that Feature X sucks, even though I'm still working on it for the release of P.U.R.E.
Basically, World Builder is a lower priority than P.U.R.E., and that's how it should be, from my perspective.
That, and I tend to go back and forth, improving the polish of both. I'd rate World Builder as about as finished as the rest of the project- somewhere in the 90th percentile, but not 100% yet. I don't want either seen until it's down to game balance for the game and teensy polish issues (tweaks of FX, sounds, other minor stuff) and World Builder feels complete minus minor tweaks and additional content.
Basically, I'd like to release the whole thing, say, "Here's P.U.R.E., and here's World Builder, they're a team but you can use World Builder without in any way using P.U.R.E., and here's documentation on World Builder, and procedures for accepting new content into the official build" etc., etc., rather than burden myself with a bunch of product-support issues that are, ultimately, less important than the game that uses it. World Builder's a bunch of concepts and tech demos, albeit complete and functional ones, not just eye-candy or code with no specific purpose. I've just piled it all into the demo map, for now, to keep things simple development-wise, because as I've said, it's not worth distracting myself from the main issues.
* Under your cubes put a dust blowing effect or other outwards radial sfx as if theyre exerting downwards thrust to keep themselves afloat
They don't exert any thrust. Pretty much all I have to say about that.
Meh... wall-of-text... sorry in advance, if any of it seems flamey or whatever, I'm just in a hurry.