I get this question a lot and the short answer: They will all get one, at least that is the plan.
The longer answer? It will take time. The reason for this I’ll explain a bit here.
Take Stalker Resource System as an example. It’s really fairly basic – after all it’s just a damn bar going up and down, not really complicated. However you’ve seen how much time I’ve put into the add-on already and that should tell you it’s no simple task.
But even before starting an add-on I have to play each class. Why? Because that’s the only way I can really understand how it works, how it plays and how I would need various information in different situations. Sure I could just give every damn class a bar and tweak it a bit, but that’s not how I do things. I will tailor each add-on to the specific class to make sure that it works the best way possible for displaying the information. Each class has different mechanics and thus different ways to display the information.
With all that of course also comes learning about the little nuances of it. How to manage your resources in relation to healing/tanking/DPS’ing or whatever the case might be and when it would be beneficial to display some sort of extra information.
Basically it’s a lot of data gathering which ends up in me trying to figure out how to handle all this information and display it in the best way possible. One of the key things I want to do is to keep your eyes on the fight, so a lot of time goes into making sure that I can display information for various things that you won’t have to actually look at, but instead can see out of the corner of your eye, so to speak, meaning you don’t have to take your eyes off the action. If my add-on requires you to actively focus on it for you to use it, then I’m not doing a good enough job.
Now having a good idea for how to display something doesn’t mean it’ll actually work. There’s a lot of testing involved and some thrown out ideas because they’re simply not good enough. When I test an add-on like this I don’t look at my add-on. If I test it while I’m focusing on it I won’t properly test it. Even controlled tests are often not good enough (for instance just going out hitting a few mobs and see how things work), because I’m still too aware of what I’m doing (testing my add-on and something specific, meaning my brain is sort of prepared for it). So to really test it I need to play with it and forget that I’m testing – that’s the only way I can really make sure it works as it should.
Finding a good way to display all this information is also time-consuming at times, because it’s important to not overload your screen with all kinds of different things happening, but also make something that’s pretty clear and easy for you to recognize (without having to look directly at it!).
Then of course comes actually developing the code for everything. Now with SRS I’m at least building some blocks I can re-use in other add-ons, but it takes time. It takes even more time with the amount of options I offer. And while I hate making options for my add-on I do it because it’s the only way I can make sure the add-on will be good for as many people as possible. What works for me might not work for you, so I will make sure you can make it work for you as well.
Setting up systems and what not to deal with special triggers that would require information also takes time to develop, optimize and test.
So as you can probably see doing resource system add-ons properly takes a lot of time and effort. But it’s worth it to get an add-on out there that actually does the job in the best way possible and allows everyone to tweak it as they like.
As I’ve mentioned before the Spellslinger will get the next *RS add-on, as that’s what my main will be. After that it might be the Medic, but we’ll see. SRS will probably be developed alongside the Spellslinger one (SSRS, I guess), but there will be a sort of “dead” period without anything majorly new for SRS until I start putting some levels on my Stalker alt, which won’t happen until my SS is settled in.