Results of the App Installer Meeting
stormi at laposte.net
Thu Jan 27 07:04:26 PST 2011
Le jeudi 27 janvier 2011 16:00:43, seth vidal a écrit :
> On Thu, 2011-01-27 at 14:56 +0000, Richard Hughes wrote:
> > On 27 January 2011 14:41, seth vidal <skvidal at fedoraproject.org> wrote:
> > > It would probably make a lot of sense to keep the description as just
> > > text.
> > Please, no. We certainly want links, formatting, headers and that kind
> > of thing. Paragraphs, bullets and all the things we come to expect on
> > a modern GUI application are really a hard requirement from my point
> > of view.
> I think you're just asking for silly buggers in the markup and having to
> protect your gui apps from whatever fresh hell you'll run into there.
> > > Getting into various markup languages for it is going to cause pain
> > > later as you have to filter out cruft from the descriptions you're
> > > stuck with. And it will mean dealing with this data from cli will be
> > > annoying.
> > I don't think the CLI user should be a focus of AppStream. I also
> > don't think reading a page of formatted text on the CLI is going to be
> > terribly useful either.
> We're up from a paragraph to a page? How much data is planned
In my opinion, something similar to what packages description tend to be.
Here is an example which is almost too long, from mandriva's warzone2100
Upon entering the game you land from your transport and establish your base.
Here you conduct research, design and manufacture vehicles, build new
structures and prepare your plans of global conquest. If the game goes badly
you'll end up fighting last ditch battles here to defend your base from
Combat is frenetic, with extensive graphical effects and damage to the
terrain and buildings giving rise to flying shrapnel and boulders. Within
the game are many different structures and vehicles. From an initial Command
Centre, you then go on to build Resource Extractors to provide fuel for Power
Generators, which in turn supply energy to Factories, Research Facilities and
weapons emplacements to protect your base.
* 400+ Technologies to research
* 2,000+ different units to design
* 3 Large campaign maps to conquer
* 24 Fast play mission maps for extra action
* Intelligence Display sets objectives dynamically
* Interactive message system
* Fast Play Interface graphically Based
* Quick Screen Navigation
* Fast Find System for units & structures
* Set Factories to constant production
* Automatically send each factory's units to where you want them
The Warzone 2100 ReDev Project aims to continue the vision of Pumpkin studios
started in 1999 with the game Warzone 2100, Which was closed source until
Dec 6, 2004 when it was let out the doors for the first time under a
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