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Battle For Wesnoth Seeks New Developers

jones_supa writes: Twelve years ago, David White sat down over a weekend and created the small pet project that we know today as the open source strategy game The Battle For Wesnoth. At the time, Dave was the sole programmer, working alongside Francisco Muñoz, who produced the first graphics. As more and more people contributed, the game grew from a tiny personal project into an extensive one, encompassing hundreds of contributors. Today however, the ship is sinking. The project is asking for help to keep things rolling. Especially requested are C++, Python, and gameplay (WML) programmers. Any willing volunteers should have good communication skills and preferably be experienced with working alongside fellow members of a large project. More details can be found at the project website.

58 comments

  1. What contributions? by Anonymous Coward · · Score: 1

    The game is ok...I've played it for a few tens of hours over the years...but what are all contribution of which the summary speaks? Sure more scenarios and such, but new features, changes to game play dynamics, ??? I haven't seen anything new in a while.

    1. Re: What contributions? by Anonymous Coward · · Score: 1

      Did you miss the rather big update in November? http://wesnoth.org/start/1.12/
      I personally think that it might be better to make a completely new game than to keep reworking an old title, but the game has seen some pretty big improvements over the years.

    2. Re: What contributions? by Anonymous Coward · · Score: 0

      Agreed. Also it's disappointing that Wesnoth keeps winning every "linux game of the month" poll burying everyone else...which isn't much to say since others are just mascot games.

  2. Here's a thought: Just freeze the project by Anonymous Coward · · Score: 5, Insightful

    I think it's time for Wesnoth to declare itself in deep freeze. Stop tinkering with the project. Do what professional game developers do: Freeze the format of game definition files. Don't change them, breaking third party addons, every time you release a new version of Wesnoth. In the linked article, this developer whines about "unmaintained mainline campaigns". If the WML (Wesnoth's own language used to describe game rules and campaigns) did not change with every Wesnoth release, breaking third-party content, content developers would be able to spend time making better compelling content instead of playing the "catch up with the developers' arbitrary API changes" game.

    The Wesnoth developers did this to themselves. They now have 10, count that 10 unmaintained campaigns in the main game. If Wesnoth was properly managed, those campaigns would be fully functional today. The Wesnoth development team did not have the discipline to keep the content interface stable.

    1. Re: Here's a thought: Just freeze the project by Anonymous Coward · · Score: 1

      Hes right. This is not an immature game. Freeze the api and then start a wesnoth2 with a new gameplay idea AND without so much cruft. Great time to bring in new devs cut unnecessary stuff and generally break eggs (you know, the fun parts of the development process). But do it knowing that its time for that.

    2. Re:Here's a thought: Just freeze the project by Anonymous Coward · · Score: 0

      Or, you know, since the project is open-source...maybe time for someone to create a "stable" fork that isn't subject to such frequent, fundamental change. It's worked for many other projects.

      Your bitterness towards the Wesnoth developers suggests to me that you're one of the lazy cunts who couldn't be bothered to maintain their campaign properly, so surely you have the skill and the talent, plus the experience with the codebase, to make the version of the game you say the developers will not.

      Call it a problem with the "discipline" of their development team, I call it a case of people like you being too lazy and too devoid of talent to do any better. Feel free to prove me wrong.

    3. Re:Here's a thought: Just freeze the project by Anonymous Coward · · Score: 1

      Butthurt Wesnoth developer spotted.

    4. Re:Here's a thought: Just freeze the project by del_diablo · · Score: 3, Insightful

      No.
      Lets say you make a module.
      You finish it.
      And you rid it of bugs.
      After a few months, when you don't really care about that project, a update arrives.
      The update breaks the scripting language, and you get angry or scared eposts about your module. They want it to work on new and shiny.
      So you fix it....

      How many times do you repeat fixing it, before you get tired of fixing it?
      I expect projects like Libretro, a frontend for Emulators, to eventually reach this point. Where at some point, people will only contribute ports to stable, and only towards the next stable if the emulator is still alive.
      And I am honestly not sure what projects will compare.

    5. Re:Here's a thought: Just freeze the project by Anonymous Coward · · Score: 2, Insightful

      you're one of the lazy cunts

      I'm just a passerby but seriously, do you expect people to not have a life? Do you expect everybody else to maintain stuff forever and not be able to develop new stuff because they are forced to go back to their previous projects? Ever wondered why many open source projects seem more like a graveyard than a lively bazaar? I've been part of free software projects which were maintained with thought and care for other developers and projects which broke compatibility at each version. Guess which ones had more success?

      Just like you taunt other developers as "lazy cunts" for not upgrading their part every time, you could taunt the original developer a "lazy cunt" for not doing their work properly or offering a backwards compatibility layer or at least a migration tool. But yeah, naming everybody else cunts solves stuff. Maybe that's also the reason nobody wants to step up, because they don't like being named cunts?

      PS. Been a developer maintaining backwards compatibility on developer libraries for many years, there is no better joy than taking source code I wrote 10 years ago and recompiling it with a newer version of a library (sometimes even on a platform it wasn't available originally!) and have it work out of the box. But hey, I had to not be a cunt and force others (and myself) to upgrade at each release version...

    6. Re:Here's a thought: Just freeze the project by __aaclcg7560 · · Score: 1

      I'm just a passerby but seriously, do you expect people to not have a life?

      If you ever worked in the video game industry, having any kind of life outside of work is strictly forbidden. Been there and done that for six years. I had one supervisor who told married testers that they needed to get a divorce in order to devote more time to work.

    7. Re:Here's a thought: Just freeze the project by Tough+Love · · Score: 1

      I think it's time for Wesnoth to declare itself in deep freeze...

      Disagree. Keep making it better, that is true superpower of an open source media project. Not constrained by lily livered market drones or tight assed accountants. For example, Improve the animation engine and fill it with new high quality content. Major amount of work, but fun and will move the game look forward a couple of decades.

      Some aspects of the game production values are just great, notably the music. Bring some of the other production values up to a similar level. Add creature comforts like zoomable magnification. Extend some of the game mechanics. Upgrade the status menus... why not show status for multiple actors at the same time? Endless incremental improvements are possible. If somebody wants to start with a clean sheet then they should by all means do so, but that is no argument for orphaning the current project. It won't happen anyway, even if the original devs did move on, somebody would just pick up the engine and content and resume improving it anyway. Why argue about that? Not only is it natural and useful, but whining about it won't stop it.

      --
      When all you have is a hammer, every problem starts to look like a thumb.
    8. Re:Here's a thought: Just freeze the project by DNS-and-BIND · · Score: 1

      None of this makes the game any better, nor fixes the broken campaigns. Animation engine? Seriously? For a turn-based strategy game?

      But it is what developers like to work on. Who is demanding zoomable magnification? The game uses icons. "Endless incremental improvements are possible." That's the main problem here.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    9. Re:Here's a thought: Just freeze the project by ultranova · · Score: 2

      Who is demanding zoomable magnification? The game uses icons.

      Bitmap icons, which always end up looking like shit in a couple of years. How about turning all graphics into SVG? It would instantly make the game zoomable, ensure nice sharp visuals on every platform, benefit future OSS projects and give obsessive micro-optimizers something useful to do - or at least I've never seen a fast SVG implementation.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:Here's a thought: Just freeze the project by Tough+Love · · Score: 1

      Animation engine? Seriously? For a turn-based strategy game?

      I take it you never played civilization?

      --
      When all you have is a hammer, every problem starts to look like a thumb.
    11. Re:Here's a thought: Just freeze the project by Tough+Love · · Score: 1

      Who is demanding zoomable magnification? The game uses icons.

      Bitmap icons, which always end up looking like shit in a couple of years. How about turning all graphics into SVG? It would instantly make the game zoomable, ensure nice sharp visuals on every platform, benefit future OSS projects and give obsessive micro-optimizers something useful to do - or at least I've never seen a fast SVG implementation.

      The more practical thing that is pretty much standard these days is to code it in OpenGL, which gives you zoom for free. Most new projects lose the sprites too and go with 3D. Then lots of standard content generation tools can be brought into the mix.

      --
      When all you have is a hammer, every problem starts to look like a thumb.
    12. Re:Here's a thought: Just freeze the project by mvdwege · · Score: 1

      But, but, but...I thought The Great ESR had made maintenance of WML easier so that campaign maintenance was less of an issue?

      --
      "I know I will be modded down for this": where's the option '-1, Asking for it'?
    13. Re:Here's a thought: Just freeze the project by Anonymous Coward · · Score: 0

      And that is relevant to open source development how? If you followed the typical video game industry practice anyway, you would be overworked and still not maintaining older software because there is more profit moving on to new projects.

    14. Re:Here's a thought: Just freeze the project by Mike+Frett · · Score: 1

      "Not have a life" I never understood this, two hours on Saturday and two hours on Sunday isn't taking anything away from peoples lives especially if you really enjoy what you're doing. If coding feels like an inconvenience to you, perhaps a different hobby would suit you better.

    15. Re:Here's a thought: Just freeze the project by xxxJonBoyxxx · · Score: 1

      I play Civ 5. In hex mode. I don't need no stinking animation.

    16. Re:Here's a thought: Just freeze the project by Tough+Love · · Score: 1

      Your taste in style runs to hair shirts?

      --
      When all you have is a hammer, every problem starts to look like a thumb.
    17. Re:Here's a thought: Just freeze the project by tlhIngan · · Score: 1

      "Not have a life" I never understood this, two hours on Saturday and two hours on Sunday isn't taking anything away from peoples lives especially if you really enjoy what you're doing. If coding feels like an inconvenience to you, perhaps a different hobby would suit you better.

      And here we see the problem with community based software development. The thing is, for developers shiny and new features are fun, maintenance is not. So yeah, spending 2 hours a week coding up some new scenario? Fun! Spending 4 weeks fixing up your existing scenario? Not fun. Spending 4 weeks fixing it up because of some change that doesn't feel necessary other than to have some shiny? Even more Not Fun.

      And since you're not getting paid for it, you're going to do the Fun stuff over the Not Fun stuff. Because Not Fun is really a job or a chore. The former at least has money as the motivator.

      Now, in a lot of projects, you come across the rare few who don't mind working on the maintenance, to which you really need to give respect to because it really is thankless. Add some new shiny feature? Users thank you. Fixing some bug? Probably not even noticed.

      Some projects, like Linux do continual maintenance because you can roll in new features that other developers appreciate - reworking some terrible API into an easier to use one? Wow.

    18. Re:Here's a thought: Just freeze the project by Anonymous Coward · · Score: 0

      You've got to be kidding me. Taking four hours out of somebody's weekend is taking away something from people's lives. 4 hours, to be precise. And it would keep happening. Normally I don't like the "not have a life" argument but it seems like you probably really don't.

      If it's paid content, then that's the job you signed up for. If it's free content, then it's a *gift* to spend 4 hours updating to be compatible. It's not lazy to not give a gift to the Earth on demand. It's lazy to demand gifts from others.

      If you want you campaign to be the premiere on the web, then the cost is updating promptly -- much like if you want to be the winning OS or Browser, you need to address or work around driver issues / site compatibility issues even if they aren't your fault. But if you're giving a gift with no strings attached, then there are no strings attached to you (barring obvious things like legal issues, a bug in your plugin deleting the filesystem, etc.).

  3. Thanks for all the turns by Squiggle · · Score: 5, Insightful

    I have many fond memories of wasting too much time playing Wesnoth. Thanks to all the people who brought the game this far and here's too many more years! /cheers

    --
    Complexity Happens
    1. Re:Thanks for all the turns by Anonymous Coward · · Score: 0

      It's a fun game once you get the hang of it. I've probably played the main campaign 5-ish times. I actually downloaded it from the repos and started playing it again this week. The game rules are surprisingly good.

  4. Re:Who has time? by Anonymous Coward · · Score: 1

    The last thing the world needs is MORE C++ programs to enslave people like the above poster.

  5. Re:Who has time? by Anonymous Coward · · Score: 0

    Nobody is twisting your arm. You must be extremely egotistical to think that your personal disinterest in this project is worth declaring to the world.

  6. Re:Who has time? by Anonymous Coward · · Score: 0

    As the other Anonymous Coward replied, your life sounds like you are a slave.
    All work and no play makes Jack a dull boy.
    First time Jack heard about Wesnoth... pf.

  7. Re:Who has time? by Anonymous Coward · · Score: 0

    Just because you chose a crappy job, or made other choices in life that necessitate the money from a crappy job, does not mean everyone followed the same path. There are plenty of others that managed to find good paying 40 hr jobs, or those that will take a 40 hr or less a week job because they place higher priority on their activities outside of work, even if it costs a bit of salary.

  8. Sometimes popular things die. by jellomizer · · Score: 4, Insightful

    I miss the single player adventure games like from Sierra and Lucas Arts where you can engross yourself in a story game line, and have work to solve puzzles and you celibate when you continue the story plot, without having to use twitch like hand eye coordination, or play online with a bunch of people just trying to mess you up.

    But those times have ended. It is too easy and tempting to get spoilers on line, people tolerance towards game frustration has diminished...

    Now he made a popular open source game, people liked it and it grew for a time. That is great... however times change, and popular games soon become tiresome. Updates and fixes and new content doesn't really excite as much after a while.

    There isn't really that much to gain in Open Source games, because of the entertainment value of the game vs practical value. A game will offer a few months of joy perhaps a couple of years, then it will get old and tiresome, and they will be a new one out. You are better off selling it make a lot of money from it, then go on to new projects once it has peaked. I am not trying to be Mr. Anti Open Source, but Open Source works better on serious infrastructure type of projects, Operating Systems, Web Servers, Databases, programming languages... These tend to have long term demand, and invested interests on maintaining the project, including full time support. If my company is dependent on the success of an Open Source project, it may be useful, to hire resources to contribute to it, it may be a better value then buying stock into a closed source company, as you are actively contributing you get a better say on what goes on in your critical infrastructure software needs.

    --
    If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    1. Re:Sometimes popular things die. by Dutch+Gun · · Score: 3, Informative

      If you miss adventure games, there are still good ones out there, but most of them are being made by smaller studies or indie devs (check out Steam). Plus, there are a bunch of old classics in addition to new adventure titles available on GOG. Did you know King's Quest is being remade, and is coming out this fall? It's hard to say if it will be any good, but it look promising, and it does sound like they're trying to remain true to the spirit of the original. The adventure game isn't dead by any means. It's just found a smaller, comfortable niche.

      and have work to solve puzzles and you celibate when you continue the story plot

      Still, I'm not sure I'd care to give up sex for the sake of a videogame, no matter how engaging the plot.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    2. Re:Sometimes popular things die. by Smauler · · Score: 1

      I miss the single player adventure games like from Sierra and Lucas Arts where you can engross yourself in a story game line, and have work to solve puzzles and you celibate when you continue the story plot, without having to use twitch like hand eye coordination, or play online with a bunch of people just trying to mess you up.

      You haven't been following the gaming scene much recently, have you? There are a plethora of high and low budget new games almost entirely based around the story, and lots of people are complaining about them. The Walking Dead, Life is Strange, Game of Thrones, Tales for the Borderlands are all obvious examples of single player story based adventure games. There are dozens of others.

  9. Surprising staff members by TheRhinoplast · · Score: 1

    Wait, Malcolm in the Middle did the graphics for Battle of Wesnoth?!

  10. Re:Who has time? by Lunix+Nutcase · · Score: 0, Redundant

    You must be extremely egotistical to think that your personal disinterest in the GP's personal disinteret in this project is worth declaring to the world.

  11. Re:Who has time? by Anonymous Coward · · Score: 0

    or tired of hearing this common refrain. -1 redundant for repeating the sin

  12. It's actual work by Dutch+Gun · · Score: 4, Insightful

    What you're asking for is developers to volunteer their time to work on what is the most difficult and least-rewarding part of game development - bug-fixing, maintenance, and compatibility issues. As a contract programmer, I get paid a lot per hour for helping out projects up against a deadline. It's difficult, frustrating work, and it takes me several times longer to find and fix a bug than a regular dev who has been working on the project for the last few years. Even so, they pay me to do this, because any bug I do find frees their internal devs to fix other issues.

    In short, it's *real work*. There's a reason you generally need to pay people to do this. The previous devs have already finished the fun part of the game - designing and building the game from the ground up. What's left is now is the hard, shitty work - trying to fix all the bugs, and work around an old, crusty engine that can't seem to keep from breaking scenarios from release to release - signs that there are serious under-the-hood problems (which they sort of admit themselves).

    I wish you guys all the best, and hope you find some philanthropic devs to help you. Unfortunately, any free time I find myself with goes into my own personal project. There's simply no way I can spread myself even thinner.

    --
    Irony: Agile development has too much intertia to be abandoned now.
    1. Re:It's actual work by Anonymous Coward · · Score: 0

      In short, it's *real work*. There's a reason you generally need to pay people to do this. The previous devs have already finished the fun part of the game - designing and building the game from the ground up. What's left is now is the hard, shitty work - trying to fix all the bugs, and work around an old, crusty engine that can't seem to keep from breaking scenarios from release to release - signs that there are serious under-the-hood problems (which they sort of admit themselves).

      This is partly a problem with insisting on open source graphics and scenario designs. If the engine were open source but there was a paid version of the campaign, there would be someone with an incentive to maintain campaigns and fix bugs plus budget to actually do the work. Particularly bugs when running on closed source operating systems.

      Ideally, there would be several paid campaigns using the Wesnoth engine. They'd share the maintenance costs of an older stable version. Sound familiar? It's the same model used by Linux (multiple paid and free distributions using the same kernel), Apache (multiple paid and free applications running on top of it), et. al.

      Stop relying on volunteers. Make a little money by appealing to people outside open source who prefer to pay for glossier graphics.

    2. Re:It's actual work by Anonymous Coward · · Score: 1

      I did help this project out long ago back when it was young project.
      I was doing bug hunts and you know how I was treated?

      The place was one giant drama fest. Leads for development were ten year old pixel artists.
      Anyone stupid enough to go over and help that project deserves what they get. Nothing more funny than
      people working on open source project being treated as though they are getting paid for it.

    3. Re:It's actual work by Anonymous Coward · · Score: 0

      , there would be someone with an incentive to maintain campaigns and fix bugs plus budget to actually do the work

      But there would also be a strong incentive to dedicate more budget to making new things than fixing old things with a shrinking market. Or if seriously returning to old things, to remake it and charge full price.

      Regardless, there is little stopping someone from making proprietary campaigns for a lot of open source games engines anyway. But it seems the people with the money to invest in such things are not as optimistic as you are.

  13. Wesnoth's shitty RNG severely limits it. by Anonymous Coward · · Score: 1

    Wesnoth's proven RNG issues kind of sour me on devoting any help to the issue. http://maradns.blogspot.com/2010/07/wesnoths-rng-has-statistical-weaknesses.html This site shows the issues in question, but it fails to discuss how game-shattering these issues really are. Factions that are built on big expensive units get screw by lucky hits much more than factions that rely on massive numbers of expendable units, and poison is basically the optimal strategy because it guarantees damage. The undead faction has both massive numbers of weak troops /and/ poison. I'd be sad for Wesnoth, if it wasn't a fundamentally broken game, or even if the devs would acknowledge this issue instead of mocking it.

    1. Re:Wesnoth's shitty RNG severely limits it. by Anonymous Coward · · Score: 0

      Wesnoth switched to the Mersenne Twister algorithm late last year, which while not perfect, definitely has fewer weaknesses than the previous generator.

    2. Re:Wesnoth's shitty RNG severely limits it. by DNS-and-BIND · · Score: 1
      The blog entry is from 2010 and the complaints in the thread linked from there were from 2008. I'm glad it only took seven years to get an obvious bugfix like changing a broken RNG. The random number generator is the very soul of a game that uses chance as a mechanic. And look at the 2008 thread, the developers are being snotty and condescending, telling the users they're making it up (which is sadly entirely within the realm of what I expect). The developers said:

      Until the original poster (or someone supporting him) provides his replay, or a mathematical proof of flaws in the code, I don't see any reason to continue this discussion. If on the other hand this is a false bug report filed in the User forum, as it certainly appears to be, then I guess we have a right to be annoyed.

      If anyone has evidence of the RNG being broken we will be happy to look at the evidence, but there will be no evidence, because the RNG is not broken.

      What a bunch of pricks. If you're on their side against the users, you're a prick too and should probably stop contributing to open source projects. There WAS a broken RNG and they just weren't having any of it because they KNEW they were right.

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  14. Re: Who has time? by Anonymous Coward · · Score: 0

    Cool story, bro. You must be a barrel of fun at parties.

    Seriously though, do something about it. Work to live - don't live to work.

  15. Sounds like Wesnoth alright by Kjella · · Score: 1

    Quite a few years ago I was using Linux as my primary desktop, cool. Wesnoth was a semi-clone of other TBS fantasy games, cool. Played it, got stuck, didn't want to spoil it by looking for solutions, eventually gave up and learned that due to a game engine change the main quest was impossible. I was seriously pissed, why bother spending all that time and effort when all you're going to get is a proverbial "fuck you". Games are not like productivity software where you're talking degrees of functionality. It's either fun and gives you positive return or it's shit and gives you negative return. Wesnoth is in my "it's free but not worth it" category.

    --
    Live today, because you never know what tomorrow brings
    1. Re:Sounds like Wesnoth alright by Tough+Love · · Score: 2

      I'm playing it for the first time. It's fun. No need to get worked up over a bug that most probably doesn't exist any more.

      --
      When all you have is a hammer, every problem starts to look like a thumb.
  16. working in a crew? by Anonymous Coward · · Score: 0

    Do they have cover sheets for the TPS reports?

  17. Why not declare it finished? by Culture20 · · Score: 2

    It's not a sign of failure to say the game is finished with development.

  18. Re:Who has time? by __aaclcg7560 · · Score: 1

    Funny. I thought all the C++ programmers got replaced with every flavor of Java programmers from the community colleges.

  19. Wesnoth isn't a game. Not really. by DNS-and-BIND · · Score: 3, Interesting

    I remember Battle for Wesnoth when it was just beginning. I love fantasy wargames, but most other people don't. Wargamers want hardcore reality, and fantasy fans want roleplaying, so they don't often meet and when they do it usually pisses off one camp or the other. I played it, enjoyed the hell out of it (it's basically Panzer General with some bits rearranged), and was disappointed when the main campaign ended abruptly in an unfinished scenario. Oh well, it was clearly under development, I'll come back later. That's how this kind of thing works.

    When I finally saw a link to it a few years later, I remembered it and excitedly tried it again. This time the main campaign worked and there were other campaigns to download. Great! But...the campaign I played was poorly written because it was easy to get into a walking dead situation, where you had no chance to win, none. I complained about it on the official forums and was told I needed to have developed at least 2 third-level healers by the scenario I couldn't finish. Are you kidding? How was I supposed to know that? Isn't this kind of bullshit that killed the adventure game?

    Larry had GRASS, but GRASS is also a word for CANNABIS, which in turn is a kind of HEMP from which you can WEAVE a ROPE, so WEAVE GRASS and you have a ROPE.
    -- Adventure game logic

    I started hanging around the forums since I liked the game so much and was disturbed by what I saw. The game was chosen for a "Google Summer of Code" project and had all sorts of artists and other nongamers hanging around. Super, you think, right? Not really. These people weren't with Wesnoth to make a better game, they were here to as a sort of training session. They didn't give a crap about the game itself, and it showed. They were real keen on doing the 90% of fun work, and leaving the 10% of hard work unfinished. And hell, why not? It's for your class project, after you get your letter grade for class or your SoC participation verified or your bullet point on your resume, leave it for others to finish. It's open source, if you don't like it change it yourself. And IMO this is why Wesnoth is where it is today. It's not a game, it's a continual software development project first and foremost. It can never be finished. If that ever happened, there would be no more resume polishing, and that would be a great tragedy.

    I'm probably going to get an angry Wesnoth fan rebutting me with something like, "you're not a member of the community! Your opinion doesn't count because you're not a part of our ecosystem." And you know, you're right. I'm not. I'm just someone who likes fantasy wargames.

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  20. Re: Who has time? by Anonymous Coward · · Score: 0

    I'd love that but I live in the US :(

  21. Re: Who has time? by wertigon · · Score: 1

    Then GTFO from the US. Move to like, Europe where work-to-live is the norm. (Where I live everyone has a right to 5 weeks of vacation each year, for instance)

    Or simply make some cuts in your spendings and work less. It's quite possible but do require some time and effort.

    Or go to your employer and start demanding some stuff. If they truly value you, they will agree to most reasonable requests.

    --
    systemd is not an init system. It's a GNU replacement.
  22. Re:Wesnoth isn't a game. Not really. by professionalfurryele · · Score: 3, Interesting

    Wesnoth is a pretty fun multi-player game. With a decent map design and thanks to them finally fixing the broken RNG it can be lots of fun to take the now reasonably balanced factions and fight with them.

    That said I consider Wesnoth a fundamentally broken design when it comes to the single-player game, for exactly the reasons you state. It has many of the bad aspects of a rogue-like without many of the good aspects, and frankly good story design is next to impossible in it. I've tried writing a few scenarios, the WML interface started out awful, and is now much better, but the core problem with the game remains.

    First randomness should never be a core element of game design. You can use it to add a bit of spice, but you should never win or lose a game because of luck. in multi-player this is less of an issue as a best of three between two players will almost always be won by the better player, but in a 12 scenario campaign one streak of bad luck at the wrong time results in either save scumming, or restarting the scenario.

    If moving a unit to a location is the best possible move you can make in a scenario where things are about even between two players it shouldn't be possible for the consequences of that decision to utterly screw you because of unlucky RNG calls. In Wesnoth this can happen all the time because the need to maintain veterans all but insures you cant afford to lose things like your high level healers.

    Crafting a story line in Wesnoth is next to impossible because it gives you very few options to insure that the player is ready for future challenges. One of your late game scenarios require they have lots of impact damage to survive? Well you'd better contrive some absurd reason for them to only be able to recruit that in this scenario so they can level a few of them up. You end up with absurd video game logic where you have to artificially constrain the player just to hint strongly enough at the needed force compositions.

    The game also has extremely non-linear difficulty because being slightly worse at the game gets compounded. If a scenario is made slightly easier, then the campaign ends up much easier because the slightly better resources you get out of that scenario allow you to win the next with fewer losses, and so on. As a result many of the mainline campaigns are either absurdly easy or incredibly difficult.

    Finally character development is very difficult. The game forces players to split their army in to bits they give a crap about and cannon fodder. The bit they are supposed to give a crap about is usually too large (~7 would be a good number as this is an amount most folk can keep track of at once, but in most scenarios it is closer to 15 or 20 and it has to be to face the diverse range of threats bigger campaigns throw at you). Meanwhile the low level units you use to screen just become faceless entries in a spread sheet because you bought them specifically to die in your better units place. As a result the player becomes completely detached from the story elements and character. I frequently forget what I'm doing in a scenario outside of the current objectives because world building is virtually impossible.

    And the community doesn't respond well to these or any other criticisms. They like the random element, they don't seem to give a crap about characterisation, world build, lore or story telling. They are focused on the mechanics within a scenario. Well if that is their gig then that is their gig, but I honestly regret playing many of the campaigns I've played, I'd rather I had done something else.

  23. Re:Wesnoth isn't a game. Not really. by swillden · · Score: 1

    And the community doesn't respond well to these or any other criticisms. They like the random element, they don't seem to give a crap about characterisation, world build, lore or story telling.

    FWIW, I'm not a member of the community. I play Wesnoth off and on for a few weeks every couple of years. I also like the random element and don't much care about characterization, world-building, lore or storytelling. Not that I don't like those things, just that Wesnoth is more of an occasional light diversion for me, so those things don't mean much.

    --
    Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
  24. Wish... by Anonymous Coward · · Score: 0

    This makes mo wish i could code in python or C++....

  25. Hollywood coder by Anonymous Coward · · Score: 0

    The job market must have been so difficult after landing his terrible role in Sharknado 3 that Frankie Muniz was forced to turn to the dark world of coding for games.

    Oh... Frankie Muñoz... nevermind.