[Kde-games-devel] KSpaceDuel
Branan Riley Sounds
branan at gmail.com
Thu Feb 8 19:50:01 CET 2007
I looked at the TODO, actually. The ship size thing should go away when I port
to SVG. The AI coordinate-system check should be pretty easy, as well... I'll
check it out once I've got a pretty good grasp of how the whole game works.
Branan
On Thursday 08 February 2007 08:43, Dirk wrote:
> Hi Branan,
>
> indeed I did some work on KSpaceDuel lately (e. g. porting it to QGV). But
> as I'll graduate this weeks, I simply don't have the time to do the
> SVGization. I would be very glad if you could do this as KSpaceDuel really
> looks ugly at the moment (which contradicts the great gameplay). I won't
> disagree if you want to take over maintainership as long as I'm allowed to
> continue working on the game ;).
>
> Btw. take a look in the TODO if you need more work :)
>
> Best regards,
> Dirk
>
> Am Donnerstag 08 Februar 2007 00:58 schrieb Branan Riley:
> > I've been looking for something to cut my teeth on in the world of
> > Qt4/KDE4, and, seeing as how KSpaceDuel is currently maintainer-less,
> > I volunteer to work on porting it to SVG and Phonon. It seeems like a
> > pretty simple app, all things considered, and I'm rather fond of it. I
> > might decide to maintain it at a later date, but I don't want to do
> > that until I'm sure I have the time to deal with it.
> >
> > I can try to do the SVG graphics myself, but don't expect anything
> > pretty :) I'll add it to the Oxygen-ification list once I've got the
> > engine ported to SVG.
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