Also, while I fully understand not wanting to wait 3+ months for a release (which is what
was about to happen as things stood), I would caution against rushing. As long as we
release within 3 weeks (more or less), we have avoided the primary impact to the project
On Wednesday, November 12, 2014 11:58 AM, Chris Jacobsen <cjj_009(a)yahoo.com> wrote:
I would like to at least get my Desert Break level into the release if possible. I can
try to send a skimmed down copy as you requested in a few days or so.
We are not realistically going to make any more art changes because the artists are out.
We cannot change the theme song if we wait for Naerbu to review it, which will take time.
I cannot help you much on the two tasks I started for as much as 4-5 weeks, so we will
have to forget those if we want to release soon.
The other question is whether people will perceive the release as buggy if we release now.
This perception was echoed by levelengine in the forums. Thus it is a question as to
whether the perception of buginess or attention from a release is more important. The
release will not be useful, however, if proper efforts are not made to launch it on all
distribution channels and notify different gaming sites about it. We also should contact
FluXy to try to convince him to post it on his site.
On Wednesday, November 12, 2014 6:13 AM, Quintus <quintus(a)quintilianus.eu> wrote:
as can easily be seen from the commit log the development for the
2.0.0 version is coming to its end. I know that there are a few issues
still open on the tracker, but I don’t think any of them are really
release-critical. I will carefully review those that are marked as a
“blocker” again, but unless I have strong doubts I think we can release
final version of 2.0.0 on this or on the next weekend. Otherwise
we’re just getting cought in management issues, which is bad for the
Any objections? Otherwise I’m going to release the 2.0.0 final version
on this weekend or on the next one, depending on my evaluation of the
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