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.
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.
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