Hey CW. Again, thanks a lot for taking charge in this and providing updates and bug fixes. You really are amazing and if it weren't for you (As well as a handful of others of course), AGS would be dead in the water. So thanks a lot to everyone on this!
My thoughts on what you are proposing depend on a few things. For one thing, I totally agree that the Bug Fixes need to be taken care of ahead of anything else. Once the bugs are squashed, development can proceed with a clean slate, so to speak. But for everything else, I had some questions that I was curious about which was mentioned at some point in AGS Development discussion. For the next part of the discussion, I would like to apologize as it would seem I will be bombarding you with a billion questions. Please forgive me. This is mainly to figure out what is next for AGS and for my own curiosity. Knowing what you have in mind will help me and anyone else make more constructive suggestions.
Firstly, Is there an Allegro 5 port being worked on? I know someone said they were personally experimenting with this and I am just curious as to the progress on that. The reason why this interests me is that first and foremost, it will bring more compatibility with Linux, Windows and Mac support as well as iPhone and even Android(Experimental). It would break the PSP port, however I am not sure how many people really find that port useful as it seems to be more of a novelty. I do not believe we can sell our games for PSP without a $10,000 license. Regardless, if people really would like a PSP port, I am sure Allegro can be adapted to work with it. Is SDL 2.1 being considered as a new alternative? I know that was a discussion at one point too.
Second, Are you (Or anyone else) still planning on refactoring the source code? Or is this already considered done based on all the updates that have gone into AGS in 3.3.0? If this is still an option, at what stage of development should/is planned to be done? Or another question could be: Is it really necessary?
My next question is, how much work would it be to provide compatibility with the Draconian Edition and implement its new features? Just curious about this. Also, as far as Mac/Linux compatibility, I know Wadjet Eyes had provided the community with the source they have. Is this planned to be used as well?
One final question... Has anyone provided you with the source to their plugins since you made the request on the forums? If so, how would these sources factor into AGS?
Again, accept my apologies for asking so many questions. I just want to get a clear indication of what the next work load consists of.
Now as far as what I personally think is the best option for 3.3.1 would be to just keep it small and simple. For instance, fix whatever remaining bugs you can find out there, merge the Draconian code in there and add very very very few minor new features. AGS is feature-full already, but as far as new features go, we can wait on those a little longer. I think the exception would be to remove limits and have custom resolutions, but I don't think these should be in 3.3.1.
I know I contribute nothing to the source code of the AGS Engine or the editor, but perhaps my insight might be useful. There's a first for everything after all. I always feel that having a roadmap for several versions ahead can help give you perspective and allow you to develop appropriately. SCUMMVM had always done that and it has helped them tremendously. Having said that, the way I personally see how AGS should go forward from now until 3.4.0 would be this way:
3.3.1:
*Bug fixes
*Draconian Compatibility/features
*Some small limit removals.
*One or two very minor features.
*Ports to other OS improvements if possible and if there is time.
*Some small improvements to the Winsetup(I say this because I already see this happening. Perhaps it can be merged with 3.3.1 if all is working well.)
3.3.2:
*Further development on the ports and getting the bugs fixed on Linux/Mac, iOS, Android.
*Possibly experiment in removing a few other limits
3.3.3:
*Bug fixes from previous two versions.
*Some more improvement on the ports.
*Creating some way for us to eliminate the need for a winsetup(optionally of course) and change settings within our game.
*Not custom resolutions, but perhaps some preset resolutions that AGS does not currently have. That may allow control over the code and bugs to be a bit more stable.
*One or two minor features
*Some small compatibility implementations with plugins that become open sourced??
3.3.4:
*Bug Fixes
*Port improvements
*Remove some more limits
*Some new features.
3.3.5:
*Bug fixes
*Port improvements
3.4.0:
*Custom Resolutions
*Bug Fixes
Beyond 3.4.0:
*Full removal of limits
*Ports to Blackberry, Windows Phone/RT and others.
*More plugins becoming open sourced
*More bug Fixes
*More new features (Obviously)
*Ports of the editor to MacOS X, maybe Linux too.
Again, all of you as the main developers would really know whats best in regards to the roadmap. From how I understand things currently, from what I would personally want and from what I have been reading around the forums as well as what work I can see that many users have done in other branches... This is the way I would arrange it. But please do not take this as me "telling" you or "Strongly suggesting" that you do it this way. I am just putting in my two cents. It's the best I can do under the circumstances

Anyway, thanks again for all the hard work you guys do. You deserve a lot of credit and praise as well as thanks from the whole community.
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I also wanted to provide some resources or thoughts if you would need or like them. For one thing, in regards to Git or SVN, has anyone considered hosting the source on Sourceforge or Google? Another option would be to house the code on the AGS web server using
http://www.projectfork.net/.
Finally, for those who are/will be working on ports... If you need a MacOSX Environment, you can use virtualmacosx.com. It is a Cloud desktop which runs MacOSX(Similar to desktop.onlive.com) so that you can develop Mac OSX apps and iPhone Apps. Just a thought.