KDE Games meetings

We had a two-hour meeting last Friday, and another 90-minute one earlier today. The results are nicely summarized at:


There you can see we have some blockers, but mostly we are in relatively good shape for the next betas, and for KDE 4.0. There was some concern expressed about KNetwalk and KBackgammon, though. We need to make sure KNetwalk is actively maintained for KDE 4.x, and KBackgammon still needs to catch up with the rest of the module. Let us see how the documented issues evolve in the next couple of weeks: if it comes to it we considered moving these and other games to playground before the first RC release.

I will now list some of the concerns and todo items raised in the meetings, things that we need to address in order to make the 4.0 release a success:

Documentation. Authors need to start looking more carefully at the handbooks, to make things easier for translators and the doc people in general. There is a lot of work to be done on this area, most games still have the old 3.x series handbooks, with outdated info.

Websites. We need to find volunteers to work on our games.kde.org and related sites during the 4.x life cycle, and we need to define a date to phase out the current 3.x series content, and start upgrading it to 4.x. Unfortunately, this is an area where no volunteers appeared so far.

KNewStuff2. We need to setup a server area, and test this while we still have time. Preferably integrated with the edu people, as they will also need the same infrastructure.

Sounds. We are seeing some sound issues with Phonon (Xine backend.) KTuberling sounds are cut short, or do not play at all. The edu people mentioned similar problems in some of their applications, like Blinken. We need more feedback from users on this: is sound working for you in KTuberling?

Card sets. Currently we install too many (20). Ideally we would like to cut the number to something like 10, half SVG, and half PNG. Another reason for this is the need to research copyright information for some of the older cardsets and make them easily available.

One suggestion is to maybe assemble a coding sprint at the end of October, or beginning of November, and maybe with e.V. help. The idea is to get together on a weekend and iron out the last blockers in a team effort, including artists and coders. But this has some problems, as our team is (thankfully!) spread around the globe. Maybe a virtual sprint? We will see how it goes, depending on how fast we can make all the fields on the status table green 🙂

Comments and suggestions are welcome.

And to end with a nice screenshot (always good for marketing and attracting comments), see the new Imperial Jade tileset for KMahjongg and KShisen, courtesy of Eugene Trousnev: