) marks the third new programmer we've added to our team in roughly a 24 hour period.
He indicated an interest in graphics, but MrP sort of has "dibs" on that right now. And since Koray seems to have a good amount of relevant experience coming in, I think it would be better to put him on something a little more important anyway. Here are my ideas for Koray:
1) Scripting Engine + Lua
We've had some bugs/issues with our Lua scripts lately and haven't had anyone really dedicated to sitting down, understanding the problem, and finding the best solution. The particular issues that come to mind in this work are: (1) the Lua thread caching mechanism for opened files, (2) conflicts between map files that share the same function names, (3) general Lua "namespace" and naming conflict issues. This work would be a little bit ill-defined though, so it might not be the best thing for something to start with.
2) Audio Engine
There were some tasks listed for the audio engine on the wiki
for the demo 1.0 release and we unfortunately had to put them all off because it was a low priority. And honestly it still is a low priority, so it might be better suited for him to work on later. But he did indicate some interest in working in audio and its also true that we need someone working there so I thought I'd throw it out as an option. There's also a nasty, rare bug where the audio sometimes becomes completely garbled, but its fixed if you manage to switch to a new map or battle and change the active music.
3) Event systems
This would involve working on the map and battle event systems, possibly combining the two together into some common classes in src/common/. I'm confident that the map event system is a good design so far as its ability to process scenes and create a dependency graph of sequenced events, but I'm not confident that its the right "balance" between C++ and Lua. Maybe events and event processing should be more on the Lua side instead of C++ constantly being the one to process events and call appropriate Lua functions. I'm not sure. The battle event system is pretty much non-existent at this point as well, so there's a good amount of work that needs to be done there that can leverage existing work (the map event system).
Those are my three main ideas, though I have others: working on getting the boot mode code cleaned up and improving the options interface there, I'm sure we could find stuff in map mode that needs to be done like more intelligent enemies on the map and maybe fix some flaws in collision detection and pathfinding, etc. Any thoughts?