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-rw-r--r--docs/meetings/dev-20050204.txt59
-rw-r--r--docs/meetings/dev-20050211.txt41
-rw-r--r--docs/meetings/dev-20050218.txt50
-rw-r--r--docs/meetings/dev-20050225.txt41
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diff --git a/docs/meetings/dev-20050204.txt b/docs/meetings/dev-20050204.txt
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----------------------------------------------------------------
-Minutes of the TMW Dev Meeting at Friday, 4th of February, 2005
----------------------------------------------------------------
-
-Presence: Rotonen, Hammerbear, ElvenProgrammer
-Timespan: 1.5 hours (21:00-22:30 GMT+1)
-
-
-* More priority is given to allowing the world to be expanded. This effort
- needs more tiles, but it also requires Tiled to be integrated with TMW soon.
- Hammerbear will now work on reading Tiled's maps.
-
-* Rotonen mentioned a new graphics artist joined our team. He seems a decent
- pixel artist and learns fast. A link to some desert graphics:
-
- http://themanaworld.homeip.net/testall.png
-
-* Bear is supposed to start scripting.
-
-* The equipment system has been discussed. Items will be identified in
- messages using IDs instead of names to keep the small message size. The
- being definition will define the slots available for that being, and the
- item definition will define a slot the item may optionally be equipped in,
- maybe multiple can be allowed.
-
- Being will have a list of inventory and a list of equipment slots. Items
- can be moved from one to the other and back as is allowed by their
- specifications. Relevant messages for the new server are:
-
- Client to server: MSG_EQUIP { L beingId, L itemId, S slot }
- Server to client: MSG_EQUIPMENT_UPD { L beingId, L itemId, S slot }
-
- The rationale behind the client sending the beingId to the server is that the
- client may be controlling multiple beings. Unequipping can be done by using
- the same messages but passing 0 as itemId.
-
- ElvenProgrammer will start to work on this part.
-
-* Fixes to A* were mentioned. It is doubtful wether it is worthwhile to fix it
- because pathfinding can be moved to server side and will probably better be
- completely reimplemented. Also we still plan to switch to pixel-based
- movement instead of tile-based movement.
-
-* Attention was given to the currently proposed movement message pairs:
-
- Client to server:
-
- MSG_WALK { L beingId, L x, L y }
- MSG_TARGET { L beingId, L targetBeingId }
-
- Server to client:
-
- MSG_PATH { L beingId, A path }
- MSG_ATTACK { L beingId, L targetBeingId, L damage, S damType }
-
- This moves away from direct player control, and seems only based on mouse
- control. Still, it was pointed out Shura and Hammerbear have been discussing
- two ways of doing keyboard control that can map on these kind of messages.
-
diff --git a/docs/meetings/dev-20050211.txt b/docs/meetings/dev-20050211.txt
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-----------------------------------------------------------------
-Minutes of the TMW Dev Meeting at Friday, 11th of February, 2005
-----------------------------------------------------------------
-
-Presence: Rotonen, Hammerbear, ElvenProgrammer
-Timespan: 0.75 hours (21:00-21:45 GMT+1)
-
-
-* We will continue with server planning/design while working on adding basic
- features to the client.
-
-* Hammerbear should implement .tmx map loading using libxml2, after it's been
- verified wether this will work with Dev-C++.
-
-* It's been agreed to move AUTHORS, README, COPYING, etc. files to their more
- common location in the root of the project tree.
-
-* Planning for the new server will also require us to start trying to
- specify/define objects and beings in XML. They have lots of properties as
- defined in server.txt, and we need to work towards a convenient format to
- store these properties.
-
-* Release 0.1.0 is planned to be the last eAthena release with the basics
- functional. After that we'll be working towards our own server, which when
- finished will form 0.2.0 release.
-
-* Rotonen promises to have a lot of time for The Mana World in the middle
- of March, and even more the beginning of June. :-)
-
-* In the graphics department:
-
- - It's important the desert tileset is expanded so that we can map the area
- around the city. Also the tileset needs to be converted to the higher
- resolution we're currently using. Finally tiles need to be added for a
- market and other buildings.
-
- - Complete a high resolution player set.
-
-* Rotonen can make sounds after he buys a new microphone. As for music, Rotonen
- pointed out we have to decide what kind of atmospherical element suits each
- environment.
diff --git a/docs/meetings/dev-20050218.txt b/docs/meetings/dev-20050218.txt
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-----------------------------------------------------------------
-Minutes of the TMW Dev Meeting at Friday, 18th of February, 2005
-----------------------------------------------------------------
-
-Presence: Hammerbear, ElvenProgrammer, zenogais, Rotonen, maci
-Timespan: 0.75 hours (21:00-21:45 GMT+1)
-
-
-* We agreed to try a monthly release schedule. So with 0.0.9 released on 30th
- of January, 0.0.10 is scheduled by the end of this month, with the next
- version the month after that, etc. This should remove any doubt about when
- the next release is from both team members and players.
-
-* With the 0.0.10 release less than 2 weeks away, we have still set the
- following set of goals to be reached by then, on top of changes already made
- since 0.0.9:
-
- - PhysicsFS usage for loading data from packages (zenogais)
- - XML map loading so that Tiled is supported (Hammerbear)
- - New GUI look (Bertram)
- - More functional inventory/equipment (ElvenProgrammer)
- - New tileset (the artists)
- - New, expanded, city map (Chetic)
-
- These are all important milestones in the development of The Mana World,
- and they don't go too far in the sense that things will need to be re-done
- a great deal when we start working on our own server. Whatever isn't finished
- by the end of this month will have to wait for 0.0.11 or 0.1.0.
-
-* If you haven't noticed already, we have a new team member, his name is
- Kyokai. He's been writing on the forums, wiki and has been in discussion on
- IRC, in order to involve everybody who would like to get involved in the
- planning of our own skills and advancement system. A general concensus seems
- to be almost reached, with specific parts still being discussed. Pretty soon
- Kyokai could start to implement this system. Be sure to stay informed about
- this development if you care about where TMW is heading in this area.
-
-* Rotonen is in need of a co-director in the art department. Rotonen is
- currently the central contact point for the artists. The co-director will
- have to know what needs to be done and what has been assigned to each artist.
- The most important part may be to comment on the work of the artists, to
- answer their questions and to give them directions.
-
-* maci asked wether Tiled has a feature to export the map as an image, and this
- feature is indeed available. It would be nice if the result could be used to
- create a nice looking minimap of the area.
-
-* Elven Programmer added an interesting part about server architecture in
- docs/architecture.txt. Anybody who's interested or involved in development
- of the server part should read this.
diff --git a/docs/meetings/dev-20050225.txt b/docs/meetings/dev-20050225.txt
deleted file mode 100644
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-----------------------------------------------------------------
-Minutes of the TMW Dev Meeting at Friday, 25th of February, 2005
-----------------------------------------------------------------
-
-Presence: Rotonen, Chetic, ElvenProgrammer, Mra
-Timespan: 0.75 hours (21:00-21:45 GMT+1)
-
-
-* Rotonen reported no news from art development, but he said he will leave his
- tasks to Kyokai since his final exams are approaching.
-
-* Chetic, even if complaining about missing tiles, is working on maps and
- already created a base structure for the new city of Amzeroth.
-
-* Mra decided to start working on item drops.
-
-* Since there was not much activity and Hammerbear was missing, I'll define
- what we will discuss in the next meeting. I'd like every developer to be
- there.
-
- - First of all we should discuss if we need to open a new project on SF for
- the server. We could use the CVS to store the development docs and the
- database to create an online database to check items as
- http://www.euro-ro.net/game/items/
-
- - Planned features for the client:
- * trading
- * parties
- * long range weapons
- * magic attacks
- * defining gui for long range attacks (target below monster)
- * defining gui to trade, equip and inventory (how to use them by
- keyboard)
- * clothing weapons (also graphic part)
-
- - Define a server development roadmap. (maybe an eta too?)
-
- - About the old server, we need to define more scripts and discuss about the
- next step for world development.
-
- - Server control panel: ingame or external application through an open port.