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Thread: what can we expect from the next version? ^_^

  1. #1
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    what can we expect from the next version? ^_^

    yes time to annoy the developers and ask what we really want to know.
    what new features / fixes can we expect to see in the next version of artrage?

    if you don't want to say, that's ok =)
    i never knew i was so empty that i could be so full...

  2. #2
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    I'm afraid at this point I cant tell you, because I dont know!
    Matt has been away in Germany for a couple of weeks. He's due back in a few days.
    We'll sit down with the looooong list of stuff we'd like to put into ArtRage, and make decisions about what to work on, in what order.
    We need to decide how all the features we want will fit into ArtRage without breaking it, so we get a nice unified look and feel.
    And we need to decide on the order of adding the features, because it's certain we'll have to do 'point releases' on the way.

    Our goal is to completely define what ArtRage 3.0 will look and feel like, but set an additionall part-way goal of a 2.5 release to give some new tools and features on the way.

    So I can't tell you because I dont know yet. The list of things we want to put into ArtRage is very very long.
    (and there are bunches of really boring stuff I have to do as well, like the better memory management, PSD 16bpc, and the like, which many people wont even be aware of.)
    AndyRage's mantra for graphics engine code:
    "Sure - how hard can it be?"

  3. #3
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    thanks andy for the quick response
    lots of point releases would be great as it's always nice to see new things, even if its a small change, as the saying goes "release early, release often. and listen to your customers", you're doing pretty well so far =)

    thanks for the awesome product guys
    i never knew i was so empty that i could be so full...

  4. #4
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    I totally agree with what thesleepless said.

    Maybe post a few teasers too :wink:
    Charlie

    ArtRage for Art | EnergyXT2 for Music | Blender for 3D

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    The only problem with doing 'point' releases is that it's actually quite a lot of work to do the release.
    The point release has to be thoroughly tested - possibly going through a beta program if it has large changes.
    There are several language versions to build, free and full. We need to build the patches to take registered users to the latest build. We need to update our online store.
    It can chew through many days just doing the actual releasing.

    One thing an upcoming version *will* have is an online updater, so registered users wont need to manually patch anymore.
    There's a fair bit of work in doing that right as well though, so we're being cautious about it.
    AndyRage's mantra for graphics engine code:
    "Sure - how hard can it be?"

  6. #6
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    i guess i was thinking of the point releases as more of an 'odd number' open beta, that way people know it's not a finely polished release but they can still enjoy the new features if they're willing to ride the bleeding edge and its risks, or if they're the more cautious type they can stick with the 'even number' release

    i guess i'm too used to the open source bazaar style release system, which probably doesn't work too well in the proprietry world. so feel free to ignore =p
    i never knew i was so empty that i could be so full...

  7. #7
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    Go on, admit it, you just want to keep getting new toys to play with.
    AndyRage's mantra for graphics engine code:
    "Sure - how hard can it be?"

  8. #8
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    so true =p if i run out of new things to play with i'll eventually have to get back to doing some work *sigh*
    i never knew i was so empty that i could be so full...

  9. #9
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    Quote Originally Posted by AndyRage
    I'm afraid at this point I cant tell you, because I dont know!
    Matt has been away in Germany for a couple of weeks. He's due back in a few days.
    We'll sit down with the looooong list of stuff we'd like to put into ArtRage, and make decisions about what to work on, in what order.
    We need to decide how all the features we want will fit into ArtRage without breaking it, so we get a nice unified look and feel.
    And we need to decide on the order of adding the features, because it's certain we'll have to do 'point releases' on the way.

    Our goal is to completely define what ArtRage 3.0 will look and feel like, but set an additionall part-way goal of a 2.5 release to give some new tools and features on the way.

    So I can't tell you because I dont know yet. The list of things we want to put into ArtRage is very very long.
    (and there are bunches of really boring stuff I have to do as well, like the better memory management, PSD 16bpc, and the like, which many people wont even be aware of.)
    Can you please keep the original simplicity and elegance intact? I've seen it happen before to well designed programs that just get what is called "feeping creaturism" in the hackers lexicon. As things grow more complex it is very difficult to contain them in a simple way. Please use your jedi skills on this, it's my most important request for the new versions. You already have done it, my request is to please "keep doing it".

  10. #10
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    grymmjack, of that you can be assured.
    Matt and I work as a team. I'm the one all keen to add new technologies and cool toys, he's the voice of reason who has to fit it into the UI and workflow.
    We will absolutely not add a feature to ArtRage if it will break the feel or the workflow.

    ArtRage *will* get advanced new featues - of that there's no question. But it will *not* get them in a way that breaks what ArtRage currently is or does.
    And you can be assured there's a very competent, critical team of Beta testers who will quickly let us know if they think we're ruining the concepts behind ArtRage.
    AndyRage's mantra for graphics engine code:
    "Sure - how hard can it be?"

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