All along, I've been saying (rephrased here) -
- A (
) "Project Plan," not as in Major Corporate Nightmare Land, but rather as in, "What gets rolled out when, in which order - and, oh, are there any dependencies I should know about?
- However you wish to phrase it: "Standard Module Interface;" "API" (always simply having an "expandable" common "handshake" between functionally defined modules of code.)
- A common, code base, library of functions, both to accommodate any "handshaking" as well as not reinventing the wheel - and each me to different gauges & circumferences...
- Really; honestly, truly, not a (

)
methodology at all, just some agreed upon standards ... Maybe even a "mission statement ..."
Ah, you are thinking of things working together cohesively from a
technical standpoint. I was referring to them working together cohesively from a
gameplay standpoint. Technical/software architecture design, versus gameplay design.
I'm afraid I'm not the person to solve the software architecture issues upfront, especially for a game that will support mods as I have no prior experience with games or mods from a development standpoint. The best I can do is learn and refactor as I go. However, the
long-awaited proof-of-concept issue for @WildWeazel 's Component-Event framework is slated for Carthage. I'm hoping that shines some light on the direction from a software architectural standpoint, as my understanding is there was a vision for this. WildWeazel also claimed the "System architect/technical lead" role in the
initial proposal document, and while I've done some of the latter (both on this project and previously), I have no doubt he's better-prepared for the former. I considered going into software architecture at one point, but after meeting with some architects to discuss it, realized it wasn't what really interested me.
The "Proposal" (linked above) and "
Projects page" do list what gets rolled out in what order, but that is subject to change, and is a very rough idea. "Major Corporate Nightmare Land" probably refers to how corporations tend to set schedules years in advance with no flexibility? If so, that's why I take the order with a grain of salt. It's always changing as we learn more, sometimes changing more, sometimes less.
So I guess what I'm saying is... I have some interest in the gameplay design aspect. I also have some interest in documentation (I improved the documentation on GitHub a bit last week). But
I'm not going to do any large-scale software architecture work, and I'd rather not be pinged about it, especially frequently. My approach is more iterative, I've been on projects that were burned (and canceled) due to too much focus on upfront architecture and too little actual results. I've been among the top three developers for "actual results", and would rather keep that up. So while I recognize there is value in it, to me it feels like a waste of time to work on it personally, especially when WildWeazel has indicated an interest in it and has probably thought through it more.