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Changes in RoadMap

Editor Comment

purged as everything seemed outdated. New data after build 16 and my part.


Revision Differences of Revision 11

### Developer's goals ¶

At the end of the day, it's what the developers are doing more than any kind of issue tracker or Wiki list that determines the features and improvements of the next release. Therefore, developers are encourages to explain in this section what their plans for the future are. Note, however, that these sections might easily be out of date, and you should feel free to check the [page history](../history/RoadMap/) and ask on the [mailing list](http://lists.sourceforge.net/mailman/listinfo/widelands-public) if a section hasn't been changed in a long time. ¶

####
Nicolai ¶

* Implement new style save/load for Bobs/Buildings ¶
* UsabilityWareSorting ¶

#### sigra ¶
* [get rid of line numbers in worker/critter_bob programs](http://sourceforge.net/tracker/index.php?func=detail&aid=1797118&group_id=40163&atid=427224) ¶
* [implement map regions (and an editor tool for it)](http://sourceforge.net/tracker/?func=detail&aid=2711564&group_id=40163&atid=427224) ¶
* change trigger types to operate on map regions instead of point+radius ¶
* implement the new event types conquer_region and reveal_region but keep conquer_area and unhide_area ¶
unchanged because they can also be used in initializations (and ¶
compatibility with old savegames of scenarios) ¶
* implement the new trigger types not, and and or, which take other triggers as operands ¶
* scrap the trigger conditional code ¶
* have editor UI for all event and trigger configuration that should be used to create scenarios ¶
* update the existing scenarios to the new event/trigger features ¶

#### timowi ¶
* [Get opengl support on the way](/wiki/ImplementOpenGl) ¶
* Economy improvements and fixing (stop construction sites, more control of storage of wares,stop storing a ware in a warehouse, send everything out, ...) ¶
* GGZ Improvements - logins and saving statistics ¶

### GGZ improvements ¶

This is the list of ideas for improving the use of ggz (metaserver). Every help in reaching these goals is appreciated. Best ask me (Nasenbaer) if you like to help (or even would like to get the main developer :) ) ¶
These things are not planned to be release until a specific date or release - just here so no good idea gets lost. ¶

#### Server sided: ¶

* widelands_game_server module should check connectablity of games and should only mark connectable games as open - the hosting player will get a message, if his server is not connectable ".. Behind firewall/router ?" ¶
* Implement output of chat, users and game list via grubby bot to a website module. ¶
* Implement statistic functions (after (1)Widelands handles victories, etc. && (2)Login features are implemented) - the widelands UI for the stats must of course be implemented as well. -> StatisticsSavedOnMetaServer ¶

#### Widelands client: ¶

* Statistics UI + (of course) statistics and victory handling in game ¶
* Games completely via ggzd (which would fix the problems with NAT, firewalls, etc. ¶
* Admin features for admin users (ggzd already supports admin users) ¶
Plans for build 17 ¶

##### !SirVer ¶

I want to concentrate on the editor and game content for build 17. This will ¶
also include further expansion of the Lua scripting support to allow for access ¶
to the Descr classes from Lua. There are two multiplayer scenarios that are ¶
already in the making together with Nasenbaer, a second mission for the ¶
atlanteans and I do want to add more. ¶

For the editor I have a lot of older code that does some refactoring and kills a ¶
lot of TODOs. I want to bring this into a state that makes it mergable. Then, I ¶
want to fundamentally rework the editor to make it easier to extend and more ¶
flexible. I might try to make the [Player Infrastructure](https://blueprints.launchpad.net/widelands/+spec/editor-infrastructure) and/or [Map Regions](https://blueprints.launchpad.net/widelands/+spec/areas-in-editor) finally a reality.