(this is not a reply to zoot's last post

)
You need to appreciate 0 A.D. as a free open source, volunteer-driven project with only one developer who has received compensation for his work, and even he has significant outside commitments

We're not organized like a game studio, maybe 8+ years ago it would have been good to take that approach, but back then we weren't FOSS either so it's a moot point. I believe we have been FOSS for just shy of 3 years? In that time we've completely rewritten the core of the game (with significant benefits); art and music have been mostly revamped from late 90s to 2010s standards.
There's nothing wrong with an evolving vision of the game. Some things you simply don't know whether they will work until you try them, and on closer inspection they may be a really good or really bad idea. In that sense, 0 A.D. is not solely concerned with finishing
something ASAP though that's nice, but also providing room for research and experimentation on new ideas and techniques, so that when we reach beta, we have a bunch of really good, thoroughly analyzed ideas instead of a few decent ones pieced together with hacks (a constant struggle to find that balance). Also it helps to keep developers interested since we aren't being paid or contractually obliged to contribute, little side projects and experiments are one way of keeping things interesting. That shouldn't be confused with not having a focus.
I don't feel that we strictly need to "accelerate" development, it seems everyone who is working on 0 A.D. is already doing the best they can with the time/expertise/interest they have. We have up and down periods of development, but I'm sure that would be the case no matter what high level decisions are made. And I'm constantly impressed by our community contributors who help us complete the game, they are dedicated, knowledgeable, and willing to take on technical challenges. Probably the "last resort" is to cut the features and aspects that at least bring 0 A.D. on a level with existing RTSes (e.g. multiplayer, AIs, naval warfare). Actually I see no reason why we can't go
beyond many of them (since we don't arbitrarily limit ourselves) - which would be a coup for FOSS[oftware].
You say people won't play an incomplete game (which is debatable given how many people download our alpha releases - 120,000 downloads this year from SF alone, we could get Philip to generate updated usage stats to see how that translates into actual playing

), but are they more likely to play a game with substantially less features than the average RTS? Why? I think people don't mind playing an incomplete game as long as we update it regularly and each update provides a noticeable improvement. Further, open source communities seem to thrive when people are willing to use and test "incomplete" software.
zoot, on 16 June 2012 - 10:46 PM, said:
A different approach to accelerating development could be to do it more openly. Many decisions seem to be made on the staff forums. Not that there is anything wrong in that but it prevents other folks from taking 'ownership' of that part of development. If it is decreed that triggers (say) can't make it into part 1 then people will tend to accept that. If on the other hand it is 'opened', like laid out on the forums - "how would you guys implement triggers if we were to include them in part 1?" - then people at least get the opportunity to think about it, talk about it and possibly even begin writing some code about it...
On the programming side of things, the staff forums are surprisingly little used. It's rare to have a technical/design discussion there. We much prefer active discussions in IRC, forums, and Trac. IRC logs are now publicly accessible so even that is open. Certain planning decisions are made in private because it's not really helpful to have
everyone give input on every decision - some things are best left to the team to reach a consensus. Even those decisions tend to filter to the public view, leaving not much that is exclusively private.
The art side is a different matter, since they've had a certain approach that has worked well enough for years (likely from pre-FOSS days). They may re-evaluate that approach in the future for various reasons. We're basically all in favor of open development though
BTW,
http://trac.wildfire...ayFeatureStatus makes it pretty clear (I hope) that not everything we want to do is listed because there are many minor features and bugs to be resolved (
http://trac.wildfiregames.com/report/3 is just a taste), but also that it's not set in stone. I can't think of a reason why we'd outright reject someone contributing triggers for part 1, as long as it didn't distract from what we consider higher priority. And if everything else was finished, why would we delay part 1 for e.g. advanced water effects if that proved too difficult -- it's a low priority feature. So you see, it's fluid.