[WF-General] All dead, all dead
novalis at novalis.org
Mon Oct 16 13:13:59 PDT 2000
Oops! We have been too modest. Our modesty has been mistaken for
illness unto death.
Acorn is coming along fabulously! We have, for the first time, had a
server stay up for almost a day. We're about to make an 0.2 release
(maybe we already did? I was awaay over the weekend). But we haven't
been announcing them on general at . So it doesn't look good.
We are making progress. You're just not seeing it, because we're too
Paulus Esterhazy wrote:
> ATTENTION: long, pessimistic post ahead
> Hello fellows!
> I must tell you about something I've noticed about
> this whole (inquestionably great) thingy calles WorldForge.
> I'm afraid I feel this project is going to fail. That's
> Firstly, you're putting too much work into infrastructure.
> This has paid off, yes, the worldforge web site IS
> among the best ones for open projects on the net,
> wiki is all great and you've got it all documentated,
> there's a giant CVS with loads of code and graphics,
> and you did a great share of thinking about servers
> and clients. Everything is well-planned and you've
> been ready to take off and sore high to the stars
> for more than a year.
> But unfortunately you didn't. Uclient, IMO the most
> important part of the project, isn't making any progess.
> There ARE server(s) that run, but they don't do much
> that a very simple irc server couldn't do. There's a
> zillion of projects on top of the worldforge idea, but
> none of them has more than a few lines of code done.
> No client can easily connect to a server, and there's
> no functional map editor. There are drafts for map file
> formats, but nothing's concrete, all effort is spread
> among a dozen of undoubtably highly skilled people,
> that aren't really "on fire" about the project any more.
> And no matter how you put it, there is no in any way
> playable game done at all.
> Additionally team members are dying away quickly.
> People naturally have much to do with their own
> real life jobs or education, and when the project isn't
> showing real progress for some time, they will lose
> interest, and that's what I've seen here. The most
> visible thing is that mailing list traffic has decreased
> steadily and there hasn't been an announcement
> of a new version of some part of the project for
> a while. And the website or the CVS are down
> I do NOT (no way!) blame anyone for this situation.
> Even if I wanted to, I couldn't 'cause I've been only
> lurking and not doing anything productive. I haven't
> ever seen anyone doing as much for a project (judging
> from many long high-quality posts e.g.) as Bryce does.
> My question for you: Why won't you admit that this
> project is, as sad as it is, almost dead by now?
> You're discussing lots and lots of things, like licensing
> issues and switching to SourceForge, don't you feel
> that this is an excuse for not admitting that we are not
> making progress in the actual core, the game? The
> way I see it, this is as if Switzerland was spending
> three quarters of its tax income on its navy, isnt it?
> I don't want to be cruel or anything. It is sad.
> And please flame me and tell me I'm wrong.
> I'm not wearing my fire-proof suit.
> You can still rescue this beautiful body if you
> try hard, but if you let it die (which I can undestand
> fully, I'm the laziest person on eart), please admit
> that to yourself. But to do the job, you really need
> the only cure to this illness, a small playable game
> that works flawlessly with the next three months
> or so.
> ~ Paulus
> "All dead, all dead, all the dreams we had.
> I wonder why I still live on..." - Queen
> General mailing list
> General at mail.worldforge.org
"The wide world is all about you: you can fence yourselves in, but you
for ever fence it out." - Gildor, _The Fellowship Of The Ring_, J.R.R
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