Ok. I realize at this rate that I'm never going to get around to the "important stuff," and that's why I want to get people more involved in resource creation (like the tree picture thread). At this point, about the only way people can help the project is by creating new areas, turfs, items, furniture, and other props, but none of these neither add new nor prolong existing game mechanics; they're almost entirely cosmetic. At present, some of these things work only if added to the engine itself, and that's something I've always done personally.
I'm thinking maybe I should take it a step further and get people to actually add/edit things in the code. I've been mostly against this since the project's inception because I never wanted to mess with mixing and matching other people's code with my own, worry about differing views affecting balance in different subsystems, or allow others to steal my code/ideas. But I don't care so much about those reasons any more, I know DF's never going to be "finished," but it would be nice to get it playable--besides, I'm more sensitive about the engine's crappy code standards nowadays (remember: some of the code is still over 4-5 years old; from Medieval Legends).
So as much as I would rather create content myself, I guess I could try to focus on the subsystems and engine proper, if other people will manage the resources for those sections. For example, someone could manage tree/plant resource development/organization (meaning individual code for each species of plant) and submit just the plants folder for inclusion in DF releases; this job might also include harvested material, different wood, and even the full spectrum of alchemy. Or those things might be divided among other developers; who knows. I think the first option is more likely at this point, however, because we have so few developers at the moment.
Anyone interested in overseeing a specific area? A few other resource area ideas include: weapons/armor/other equipment, furniture sets, building sets, alpha textures (more on this in the .21 release), magic or combat effects, hud/status icons, different crafts, animals, food/drink. Animals, plants, turfs, furniture, and food should be easy to take up right now and work with (well, after the next release at least).
Hell, if a developer gathers enough icons for some kind of craft, I may just have to code that craft up just so they can manage their resources. A quick note on .21: although I haven't finished everything on my to-do list for this version (mostly because I'm constantly adding little tweaks to the list, and I had to cut myself off somewhere), I will probably release what I have once I finish up a few bugs, but the release will require 3.5++ to develop with.




