ORIGINAL: rkr1958
ORIGINAL: Angeldust2
I completely agree on your assessment MWIF versus Vassal WIF CE. One of the biggest strength (but for sure only one of several) of MWIF is its ability to enforce the rules against intentional and unintentional exploits.
I liked very much when Steve still added some small new features like showing CONV and PIL in Destroyed Pool recently. My main concern is, that too much effort goes into AIO, which is not so relevant if you play with human players using pbem. Too much effort, while at the same time for example the one-map scenarios, who could potentially be an important stepping stone to transform new players into regular ones, are still not functional. Or many small items, bug fixes, improvements, UI enhancements, suggested by the community not being implemented at the same time. This seems to be the main reason, why the community of dedicated players of this fine game is not growing, but seems to be steady on a quite low level, compared with many other ("inferior") Matrix games.
I’m retired now, but I had a professional career that spanned nearly 40-years with the same company. I retired as a Senior Principal Systems Analyst. My career included both management and technical. My passion was always the technical so I got out of management and stayed technical the last 20-years, which included both analysis and software development. My software development experience included both internally used products and externally “shrink-wrapped” delivered products. The later was where I learned that you need to include in your code robust error handling capabilities, which I generally found was not as robust as needed. I discovered that users would often use or break your software in ways of which I haven’t dreamed. I give all this background in the hopes of lending validity to the most important corollary I believe to be true with respect to software development. “Software designers may pick any two: (1) Cheap, (2) Fast and/or (3) Good.”
While some may argue if MWiF is cheap, I think it’s safe to say that Steve chose, (1) Cheap & (2) Good. I don’t believe I’ll get any argument that the MWIF development hasn’t been (2) Fast. I’m grateful that 7-years or so after initial release we still have a developer that’s around making improvements and taking care of bug fixes. Contrast that to other Matrix games, such as WiTP-AE where the developer(s) have long since left the game to the community. But also contrast the size of that community that’s still fateful to WiTP-AE versus MWiF. That’s what saddens me the most about MWiF. That is, that we’ve lost a whole lot of the folks and enthusiasm that was present about this game 12+ years ago. Just take a look at some of the old AI threads. In my opinion that’s a real shame because MWiF is “almost” that great game that could have not only held on to all that but thrived well beyond it’s software end date as WiTP-AE has done. Again, my opinion.
What could have been done differently to accomplish this? I’m going to be frank and, again this is my opinion. Really, it’s a bit of Monday morning quarterbacking, so take it as you wish. My equation for this is quite simple, really:
(1) Steve -> MWiF code base to handle maps, units, rules, scenarios, etc. (pretty much the MWiF solitaire code & functionality + ALL WiF scenarios) +
(2) Volunteer team 1 -> help with scenarios, maps, rules, AI logic, etc (pretty much what was happening in force 12+ years ago) +
(3) Volunteer team 2 -> develop a collection of external apps that interfaced with a well-documented game file.
I documented my vision a year or so ago of what Volunteer team2 and their apps could look like in:
Utilities, Controllers & Bots, Oh My!
Well, anyway hindsight is 20/20 and sorry for “high jacking” this thread. I suggest if anyone wishes to comment on this or continue this discussion that we continue in
Utilities, Controllers & Bots, Oh My!
Monday quarterbacking over. [8D]