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As something of a quick summary of changes in Delta: Endless Sky Delta
By request, the same list broken up a bit: Endless Sky Delta Pure code changes:
Mixed changes:
Pure data changes:
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First off, RisingLeaf created a great summary of some of features and additions to Delta at #15 so I'm not going to duplicate their work, but instead give a bit of a short introduction of sorts.
Revamp, properly said, refers to this PR from years back: endless-sky#5772 . It was an ambitious proof of concept intended to throw a whole bunch of stagnant PRs together, add in a whole slew of other changes, mix it all together, and let people experience it as a unified whole. The theory is that there are plenty of changes to the game that are individually either meaningless or potentially even a negative to the game; but which are collectively a positive, perhaps even a strong positive.
Technically speaking, the Delta project is Revamp 2; but I know several of us have just referred to it as "Revamp", and I doubt that's going to stop.
So, there's two things here, in terms of long term and short term.
Long term, Delta is intended to be a testbed in the same style as Revamp that will combine a lot of things together in order to test and discover things that might not always be apparent. It's also a means of testing a variety of things together that are too controversial or have too many pre-conceived notions about. Remember arrival distances? That was suggested for mainstream many times, and it was strongly condemned and rejected by a broad swath of the community. Until people tested it out in Revamp as part of many other changes, and now it's part of the game. Preconceived judgments of ideas are just as bad as stereotypes of people.
So, long term, I envision Delta being the place where a lot of testing and experimentation takes place on a whole range of topics.
Short term, there is need for focus. Right now, those of us who are most active here are focused on combat and related challenges. It's been a little slow as mass and engine changes are a really central element, and those are being worked on. But we're generally speaking focused on a heavily intertwined set of problems:
So, you say. That's a lot of stuff to look at about combat. Why are some of the first things merged into this scanner improvements and GUI elements for my flagship?
This quote from one of the factions in Sid Meier's Alpha Centauri pretty much sums it up, but to extrapolate:
In short, information affects every aspect of both planning the encounters and flying them. If someone doesn't want to use information, that's their choice, nothing forces them to have it. But we should at least be giving people the option. Information lets people learn. For a lot of people, it's the only way they will learn. Very few people will ever learn the hierarchy of what stars will provide the most solar power if they don't have means of measuring performance.
So where do things go from here?
Well, there's some big things and little things
So, things are likely to move slowly until the engine and mass changes are implemented, then there's a whole slew of stuff (and this list isn't comprehensive. I know I've missed some things) that would be worth considering.
In a perfect world, we'll spend the next while working primarily on combat stuff. Eventually we will reach a point where the amount of changes is so great that it's hard to tell what's doing what. At that point, we'll be faced with a decision:
In all cases we have a discussion with everyone who tested it about what is deemed a successful improvement, and we PR it over to mainstream, as well as into our main branch here. Then we pick through whatever's left, decide what's worth keeping, what needs to be tossed. Make detailed notes (and an archival copy of the branch for future reference), and then we reset to a fresh copy, based on mainstream+the PR'd best elements, and start again with new ideas and new combinations.
Eventually we will get combat to a good place, and call a halt to this phase of experimentation. At that point, we can identify a new focus, and work on that.
That being said, it's an open concept. If there's enough people interested and contributing, then we could certainly have more than one experimental branch. It would be quite easy to have separate branches for alternate approaches or focuses. There isn't enough people contributing right now for that to be the case, but it could.
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