Please Focus on Code Quality
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Please Focus on Code Quality
Hello,
While there have been some very welcome changes in recent releases (load sharing between repair bays, for example), there has been as marked downturn in the overall quality of the code.
Speaking as a professional developer (non game) and an experienced gamer (over 20 years), I would like to take this opportunity to remind the developers that, no matter how balanced, innovative or engaging the gameplay, no game will be fun if it is constantly crashing, slows down after extended play etc, etc.
I would encourage the developers to make code quality their main priority for the next major release. Having a well-structured, robust code base will empower them to develop the the gameplay without distractions.
Code quality does not just encompass just crashing, but directly affect elements of gameplay. As examples, I have these specific concerns about gameplay that I feel fit in to this philosophy of code quality:
1. AA weapons blocked by walls, not by LoS (for example, can't put AA on a cliff, overlooking walls).
2. Units change their repair orders(!). This is unbelievably annoying and a major breakage of gamplay.
3. Air units do not consider buildings when doing route finding, often flying directly into them.
4. LoS calculations inconsistent.
5. 'Stand Ground' order is ignored.
6. Unit-passing-unit navigation is very poor (as-is, it would be better for one unit to just stop, while the other negotiates around it).
7. SAM missiles have unlimited range, fly through anything etc.
While there have been some very welcome changes in recent releases (load sharing between repair bays, for example), there has been as marked downturn in the overall quality of the code.
Speaking as a professional developer (non game) and an experienced gamer (over 20 years), I would like to take this opportunity to remind the developers that, no matter how balanced, innovative or engaging the gameplay, no game will be fun if it is constantly crashing, slows down after extended play etc, etc.
I would encourage the developers to make code quality their main priority for the next major release. Having a well-structured, robust code base will empower them to develop the the gameplay without distractions.
Code quality does not just encompass just crashing, but directly affect elements of gameplay. As examples, I have these specific concerns about gameplay that I feel fit in to this philosophy of code quality:
1. AA weapons blocked by walls, not by LoS (for example, can't put AA on a cliff, overlooking walls).
2. Units change their repair orders(!). This is unbelievably annoying and a major breakage of gamplay.
3. Air units do not consider buildings when doing route finding, often flying directly into them.
4. LoS calculations inconsistent.
5. 'Stand Ground' order is ignored.
6. Unit-passing-unit navigation is very poor (as-is, it would be better for one unit to just stop, while the other negotiates around it).
7. SAM missiles have unlimited range, fly through anything etc.
Re: Please Focus on Code Quality
Yeah, gosh, devs, go focus on code quality more!
More seriously, I'm planning on fixing #2 soon, I can try to fix #1 as well, and some rebalancing should make #7 irrelevant. I thought I fixed all the situations where #5 appeared in 2.2.2 - see r7926 - if there are any specific situations where they still occur, please provide details.
That leaves #3, #4, and #6, which I've been annoyed by as well, but not really my kind of thing to fix. As always, we accept patches.
More seriously, I'm planning on fixing #2 soon, I can try to fix #1 as well, and some rebalancing should make #7 irrelevant. I thought I fixed all the situations where #5 appeared in 2.2.2 - see r7926 - if there are any specific situations where they still occur, please provide details.
That leaves #3, #4, and #6, which I've been annoyed by as well, but not really my kind of thing to fix. As always, we accept patches.
Re: Please Focus on Code Quality
Those thing strike me as very difficult to fix (considering how Pumpkin knew about them 10 years ago and couldn't fix them all).
So I wouldn't link them directly to "code quality". When I think of code quality, I'd expect the avoidance of writing Spaghetti Code to be the only absolute expectation of any community that is donating its time and resources...
So I wouldn't link them directly to "code quality". When I think of code quality, I'd expect the avoidance of writing Spaghetti Code to be the only absolute expectation of any community that is donating its time and resources...
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Re: Please Focus on Code Quality
Have you compared the released code to what we have now, or is this just based on observing the behaviour of the game?LaughingEddy wrote:there has been as marked downturn in the overall quality of the code.
This was said about the code shortly after it was released:
Not Quake-like quality, unfortunately...The source code is often referred to a ball of yarn that has been ripped up and then attempted to be repaired with duct tape. Unfortunately, many programmers agree that it is in even worse condition that that.
- lav_coyote25
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Re: Please Focus on Code Quality
actually - even the pumpkins themselves left little notes in the original release of the source code - stuff they left in when they GPL'd it. some of it was truly interesting - such as the little tidbit about gnarly c warts and all... plus other little gems about not fixing something - because if they did it would break the whole game and he wasnt sure if they would be able to fix it back... so yeah...the dev's have come a long ways with all of that... and as was pointed out - if your willing to submit patches pick a piece of code and have at it. thanks xD
- psychopompos
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Re: Please Focus on Code Quality
and #7!!Zarel wrote:That leaves #3, #4, and #6, which I've been annoyed by as well, but not really my kind of thing to fix. As always, we accept patches.
second only to #6 in that both look silly, but beyond the other issues, get tenured units killed more frequently.
Re: Please Focus on Code Quality
I think - better code quality equal to more time to spend on it. Unfortunetaly WZ coders have no time to spend on hardcore coding. Why? Because they have theyr own life's, job's, wife's, kid's and problem's... In my eyes there is one solution - community have to donate this project. And we will see the progress, no doubt.
Personaly, i will donate a little...
Personaly, i will donate a little...
Re: Please Focus on Code Quality
I already said I would fix #7, weren't you paying attention? >_>psychopompos wrote: and #7!!
second only to #6 in that both look silly, but beyond the other issues, get tenured units killed more frequently.
Re: Please Focus on Code Quality
I thought this problems were hardcoded in the game engine it self and cant be fixed!
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
Re: Please Focus on Code Quality
Really? That would be sad. However...LaughingEddy wrote:there has been as marked downturn in the overall quality of the code.
These examples are all except one problems that have been there since the beginning.LaughingEddy wrote:As examples, I have these specific concerns about gameplay
So while I cannot prove you wrong, your examples to the contrary are not exactly compelling.
Of course, if you have any good suggestions as to how we can improve code quality, I'm all ears. Especially if you are willing to help out with it
- psychopompos
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Re: Please Focus on Code Quality
my bad, sorry bout that.Zarel wrote:I already said I would fix #7, weren't you paying attention? >_>
was close to 4 am when i was posting.
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Re: Please Focus on Code Quality
hell i love the game at present but then i have the psx game and have crashed it so many times its unreal i like the flexibility of this over the psx version
Return to your designated zone or be destroyed. You are in contravention of the new paradigm.
Re: Please Focus on Code Quality
With someone with 20 years experience you should know that if you are given a project that you know nothing about, have no design documentation, were not in on the planning meetings, and not in touch with the original crew that created this program, then you can't really complain about the state of the code, unless you can bring up specific examples of bad code that these guys created.LaughingEddy wrote:Hello,
While there have been some very welcome changes in recent releases (load sharing between repair bays, for example), there has been as marked downturn in the overall quality of the code.
Speaking as a professional developer (non game) and an experienced gamer (over 20 years), I would like to take this opportunity to remind the developers that, no matter how balanced, innovative or engaging the gameplay, no game will be fun if it is constantly crashing, slows down after extended play etc, etc.
I would encourage the developers to make code quality their main priority for the next major release. Having a well-structured, robust code base will empower them to develop the the gameplay without distractions.
We all want to see a better product, but without a massive influx of talent, then this project will continue to hobble along.
Look at the timeline, looks like they only have 1 person active, then a few others names pop up from time to time.
This is a waste of space. Something important should be here.
Re: Please Focus on Code Quality
Which timeline are you looking at? o_O-Kosh- wrote: Look at the timeline, looks like they only have 1 person active, then a few others names pop up from time to time.
Per (sendai), cybersphinx, and i-NoD have all been pretty active lately. Giel (muggenhor) looks to be active again. Buginator and I also go through periods of activity.
See: http://developer.wz2100.net/timeline?fr ... ate=Update
Re: Please Focus on Code Quality
The keyword there is lately.Zarel wrote:Which timeline are you looking at? o_O
Per (sendai), cybersphinx, and i-NoD have all been pretty active lately. Giel (muggenhor) looks to be active again. Buginator and I also go through periods of activity.
See: http://developer.wz2100.net/timeline?fr ... ate=Update
I meant the overall scope for the past 3-4 months, there can be no denial that there has been one active person holding up the ship, with a supporting cast.
Do not get me wrong, I know how a open source project works, and this is typical, but your definition of active is apparently different than mine.
This is a waste of space. Something important should be here.