[Kde-games-devel] The Future of Kolf
Stefan Majewsky
majewsky at gmx.net
Sun Sep 6 18:55:10 CEST 2009
Am Samstag 05 September 2009 01:30:53 schrieb Ian Wadham:
> On Sat, 5 Sep 2009 5:22:05 am Stefan Majewsky wrote:
> > I'm pretty sure that we can't have feature parity. Because Kolf 2 is
> > physically correct, we'll lose all Kolf 1 courses, and some objects will
> > be missing. The editor might have some rough edges, and the OpenGL parts
> > will not be in the first release. Still, I think we'll perform better on
> > other fronts, and the codebase will be much better.
>
> It looks as though there will not be time to design, build and test many
> courses for Kolf 2 before the KDE 4.4 release, even supposing we have a
> course designer among us.
The main problem IMO is not the availability of courses (two or three really
good 18-hole courses should be enough for a first release). It's more the
availability of features.
> So what I propose is that we keep *both* Kolfs in KDE Games until Kolf 2
> has had time to mature and acquire its own repertoire of courses. That
> way, existing Kolf players will still be able to enjoy a round or two and
> they will also be able to see the shape of things to come in Kolf 2.
I fear Kolf 2 to get stuck in some common dilemma: On the one hand, one tends
to not release something before it's ready (see Zeng's reply). On the other
hand, it is very frustrating to work on something on years without having a
release.
Re the possible leave-both solution, I'm afraid we confuse users. It might
require that Kolf 2 changes its name to something else. Alternatively, we
could display some message box when one of both programs is started, to
explain the situation.
> Re maintenance of Kolf 1, I will offer to save it from any further risks of
> extinction, as I did in KDE 4.3. I can not stand by and watch years of
> work go down the gurgler because of some change in the libraries.
Thanks for the offer.
Greetings
Stefan
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