A new milestone in the ScummVM development
Eugene Sandulenko
2 days ago
A new milestone in the ScummVM development
2 days ago
We are about to release a new version of ScummVM, and it is going to signify a new era for our project.
I've been managing the release process from 0.6.0, which was back in 2004, and only two releases were handled by other devs since that.
In time, I developed a quite complex and comprehensive approach to ScummVM releases, which included pre-release testing, two-phase announcement, and tons and tons of other steps. I was thinking: quality and tesrting first, while allowing the porters to build their ports by the release date. You may read the full procedure at our Wiki: https://wiki.scummvm.org/index.php?title=HOWTO-Release
However, in the recent years, there has been a paradigm shift. First of all, the users literally stopped helping us with pre-release testing. We were allowing like 4-6 weeks of testing before releases , and still could get only a couple of playtests, often none. It is understandable, since these days the modern AAA titles are released in a pretty flawless state, thus, the users always expect quality. And on top of that, our porters had difficulties with building their ports by the release, sometimes dragging weeks and months (real life takes precedence, you know).
All of this made me urge to reconsider our procedures, thus I ran an extensive discussion with all of the developers, big parts of which are reflected in the Google document: https://docs.google.com/document/d/1r6R2_lOeHKfjvBBOZaadyn4nGhY42E-nG_sBqx0B_J0/edit?tab=t.0
So, in short. We are switching to the rolling and frequent releases, when we will gear towards quarterly cadence. We will not create branches from our main development line, but rather turn the releases into tags, or points in our development history. Also, to reflect this new approach, we will be numbering versions after the YEAR.RELEASE.PATCH schema, starting with 2026.1.0.
I hope, that this approach will provide our users with latest and greatest experience in reviving their Adventures or RPGs, without relying on "unstable" releases, or awaiting for almost a year until their bugfixes (or GUI translation fixes) are available in the ScummVM mainline. Also, this should put less pressure on the development team, since we eliminating things such as backporting, switching our translation service, urge of syncing the ports build system etc.
We will be listening to feedback as we always trying to do and if you have any ideas or complains, please share it with us. Our primary means of communication these days is our Discord server at https://discord.gg/4cDsMNtcpG
Happy adventuring!
A new milestone in the ScummVM development
Eugene Sandulenko
2 days ago
A new milestone in the ScummVM development
2 days ago
We are about to release a new version of ScummVM, and it is going to signify a new era for our project.
I've been managing the release process from 0.6.0, which was back in 2004, and only two releases were handled by other devs since that.
In time, I developed a quite complex and comprehensive approach to ScummVM releases, which included pre-release testing, two-phase announcement, and tons and tons of other steps. I was thinking: quality and tesrting first, while allowing the porters to build their ports by the release date. You may read the full procedure at our Wiki: https://wiki.scummvm.org/index.php?title=HOWTO-Release
However, in the recent years, there has been a paradigm shift. First of all, the users literally stopped helping us with pre-release testing. We were allowing like 4-6 weeks of testing before releases , and still could get only a couple of playtests, often none. It is understandable, since these days the modern AAA titles are released in a pretty flawless state, thus, the users always expect quality. And on top of that, our porters had difficulties with building their ports by the release, sometimes dragging weeks and months (real life takes precedence, you know).
All of this made me urge to reconsider our procedures, thus I ran an extensive discussion with all of the developers, big parts of which are reflected in the Google document: https://docs.google.com/document/d/1r6R2_lOeHKfjvBBOZaadyn4nGhY42E-nG_sBqx0B_J0/edit?tab=t.0
So, in short. We are switching to the rolling and frequent releases, when we will gear towards quarterly cadence. We will not create branches from our main development line, but rather turn the releases into tags, or points in our development history. Also, to reflect this new approach, we will be numbering versions after the YEAR.RELEASE.PATCH schema, starting with 2026.1.0.
I hope, that this approach will provide our users with latest and greatest experience in reviving their Adventures or RPGs, without relying on "unstable" releases, or awaiting for almost a year until their bugfixes (or GUI translation fixes) are available in the ScummVM mainline. Also, this should put less pressure on the development team, since we eliminating things such as backporting, switching our translation service, urge of syncing the ports build system etc.
We will be listening to feedback as we always trying to do and if you have any ideas or complains, please share it with us. Our primary means of communication these days is our Discord server at https://discord.gg/4cDsMNtcpG
Happy adventuring!