Me and Giangurgolo have begun working on the next release of LazyShell, and I'm looking to get a some feedback.
1) Releasing small patches to LS isn't feasible. As it stands right now, we have avoided network connectivity in everything but Cirrus, but what about a simple version check on start-up that can be enabled/disabled via the settings menu? Or maybe just a button in the main window to check if your using the latest version.
A notification system would make releasing smaller updates possible. We cant exactly release a new build to fix one bug. There would be no "Download and patch" option, but it would let you know that your out of date and provide you with a link. Some people are afraid of network connectivity though, which is why we avoided it in the first place.
2) Level Editor Template System
To simplify and increase productivity, were working on a template system for the level editor where you can select from a set of pre-defined templates (including houses, trees, islands, etc) and just drag&drop them into levels.
My question is, would you guys make use of a template server where people can build and submit templates for drag&drop level creation?
I envision it as another tab under Cirrus where you can go and view the different submissions and download them individually or all at once. There would also be a "Template Auto-Sync" setting that would automatically download any new templates at start-up, which would be off by default.
I also want to make the template system more than simple static objects. It would of course use static objects for houses, but it will be also be able to generate templates using a pre-defined pattern. An example would be islands, forests, maze's, anything that is tedious to build but still contains patterns. The template system will also encapsulate the physical map, so you wont have to build it for everything.
But, I don't want to put all that extra work in if all you guys want is a simple static drag&drop template system.
3) Is there anything else that you would like to see?
* I have already contacted Fusoya about getting the SMRPG compression routines use in LunarCompress in order to integrate them as managed code in V1.1, so there wont be any more 64-bit OS problems.
* I might also try and get this sucker working on Mono
* Many if not all of the reported bugs have already been fixed.
* V1.1 will greatly improve the graphics editing potential
1) Releasing small patches to LS isn't feasible. As it stands right now, we have avoided network connectivity in everything but Cirrus, but what about a simple version check on start-up that can be enabled/disabled via the settings menu? Or maybe just a button in the main window to check if your using the latest version.
A notification system would make releasing smaller updates possible. We cant exactly release a new build to fix one bug. There would be no "Download and patch" option, but it would let you know that your out of date and provide you with a link. Some people are afraid of network connectivity though, which is why we avoided it in the first place.
2) Level Editor Template System
To simplify and increase productivity, were working on a template system for the level editor where you can select from a set of pre-defined templates (including houses, trees, islands, etc) and just drag&drop them into levels.
My question is, would you guys make use of a template server where people can build and submit templates for drag&drop level creation?
I envision it as another tab under Cirrus where you can go and view the different submissions and download them individually or all at once. There would also be a "Template Auto-Sync" setting that would automatically download any new templates at start-up, which would be off by default.
I also want to make the template system more than simple static objects. It would of course use static objects for houses, but it will be also be able to generate templates using a pre-defined pattern. An example would be islands, forests, maze's, anything that is tedious to build but still contains patterns. The template system will also encapsulate the physical map, so you wont have to build it for everything.
But, I don't want to put all that extra work in if all you guys want is a simple static drag&drop template system.
3) Is there anything else that you would like to see?
* I have already contacted Fusoya about getting the SMRPG compression routines use in LunarCompress in order to integrate them as managed code in V1.1, so there wont be any more 64-bit OS problems.
* I might also try and get this sucker working on Mono
* Many if not all of the reported bugs have already been fixed.
* V1.1 will greatly improve the graphics editing potential