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I know I'm not the only one thinking this, so it'd be nice to get a list down of features that'd be great to have in RGSS (4?) that would transition it to a much much more powerful system. Here's an outline and brief for each point I'll make.
[*]Write a Book - A definitive book would be useful to get people started
Open Source it
The argument will come up quickly that doing so lowers the financial viability of the product. Perhaps, but you can sell resources just as easily and really you don't even have to OS the entire thing. Just the scripting / game frontend and you've still given a huge amount of power to developers to quickly improve the product.
Allow other editors
The built in editor isn't very useful. You can't configure it, you can't macro, you can't do a lot of things. This can tie into open sourcing the STDLIB of RGSS and not putting them all in data files. Just use straight Ruby files, far easier to deal with in the long run too.
Enable Ruby Gems
If there were one thing that would make RM infinitely more powerful, this would be it. Along with RM, install a standard version of Ruby that's fully capable and just mention upgrades later. If you have gems, you've opened up a huge realm for sharing scripts through Rubygems, versioning, and lists of dependencies such as a Gemfile and Gemfile.lock. Most of the power's there, and it takes care of a lot of the issues of updating things. Really, this even takes care of the issues of having to change scripts to use them.
Allow for a Testing System
This ties back into the OS and Ruby Gems part, but having something like RSPEC would greatly improve the quality of code, especially if the STDLIB is fully tested. Being able to prove your code works, and test against changes, is invaluable.
YARD Docs for All
By documenting the STDLIB you have an entire HTML guide you can post which is most of the way to a book. The current PDF is inaccessible and cumbersome to wade through. You have to go through a lot of various sources just to find something.
Use SQLite
Again back to the concept of gems, by allowing RM to save to any Database you get a lot more power than binary files. Combine with something like ActiveRecord and you could do something like this:
player = Player.find_by(name: 'Arshes')player.damageplayer.items << Item.find_by(name: 'Sword of Truth') player.attack Monster.find(1) # slime?
Of course that's a simple example, but one of the things Rails did extremely well.
Enable Git
This ties in to the other parts. Adding git support to the scripts would be handy in saving your project elsewhere on Github if you'd like. This also ties into open source parts.
Write a Book
A good standard book would do the community a lot of good. I'd consider writing parts of one or just tutorials in general. The problem is that tutorials and blog articles always end up giving a cobblestone like approach where you never get the entire story of it in one place. You end up wading through several just to find what should be a simple thing.
- Open Source - By opening it, you allow other devs to help out with the core.
- Allow other editors to open RM scripts - The built in editor can be a pain, and this can tie into the above.
- Enable Ruby Gems - This will allow for far faster extensibility, sharing of code, and libraries
- Allow for a testing system - This is what gives pro software a lot of its edge, they know when they break something
- YARD Docs for all - Document the core library in a standard format, also to do with open sourcing it.
- Use SQLite - This will give far more flexibility than the current data format for little more overheadAdd in something similar to ActiveRecord, and you have a monstrous powerset for use with relations and querying
[*]Write a Book - A definitive book would be useful to get people started
Open Source it
The argument will come up quickly that doing so lowers the financial viability of the product. Perhaps, but you can sell resources just as easily and really you don't even have to OS the entire thing. Just the scripting / game frontend and you've still given a huge amount of power to developers to quickly improve the product.
Allow other editors
The built in editor isn't very useful. You can't configure it, you can't macro, you can't do a lot of things. This can tie into open sourcing the STDLIB of RGSS and not putting them all in data files. Just use straight Ruby files, far easier to deal with in the long run too.
Enable Ruby Gems
If there were one thing that would make RM infinitely more powerful, this would be it. Along with RM, install a standard version of Ruby that's fully capable and just mention upgrades later. If you have gems, you've opened up a huge realm for sharing scripts through Rubygems, versioning, and lists of dependencies such as a Gemfile and Gemfile.lock. Most of the power's there, and it takes care of a lot of the issues of updating things. Really, this even takes care of the issues of having to change scripts to use them.
Allow for a Testing System
This ties back into the OS and Ruby Gems part, but having something like RSPEC would greatly improve the quality of code, especially if the STDLIB is fully tested. Being able to prove your code works, and test against changes, is invaluable.
YARD Docs for All
By documenting the STDLIB you have an entire HTML guide you can post which is most of the way to a book. The current PDF is inaccessible and cumbersome to wade through. You have to go through a lot of various sources just to find something.
Use SQLite
Again back to the concept of gems, by allowing RM to save to any Database you get a lot more power than binary files. Combine with something like ActiveRecord and you could do something like this:
player = Player.find_by(name: 'Arshes')player.damageplayer.items << Item.find_by(name: 'Sword of Truth') player.attack Monster.find(1) # slime?
Of course that's a simple example, but one of the things Rails did extremely well.
Enable Git
This ties in to the other parts. Adding git support to the scripts would be handy in saving your project elsewhere on Github if you'd like. This also ties into open source parts.
Write a Book
A good standard book would do the community a lot of good. I'd consider writing parts of one or just tutorials in general. The problem is that tutorials and blog articles always end up giving a cobblestone like approach where you never get the entire story of it in one place. You end up wading through several just to find what should be a simple thing.



