I'm interested in helping

Discuss the development of other free/open-source games, as well as other games in general.

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Ibykos
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Joined: December 17th, 2006, 6:37 pm

I'm interested in helping

Post by Ibykos »

Hello everyone.
I like this game and i'm curious about its development, how can i be introduced to it? How can i help?

This is what i have, use, know, did, learnt

Languages:
C
Java
php
Javascript
Visual Basic
JScript
asp
XML
VHDL (useless for this, i know)
HTML
SQL
Matlab

Theory knowledge:
Linear Programmation
Opmization
Operating Systems
Object Oriented Programmation
Network Programming
Information Theory
Data Bases Project
Numerical Calculus
Linear Algebra
Math Analysis
Complex Analysis
Electronics
Digital System Design
Digital Signal Processing

Operating systems:
Windows XP
Linux Ubuntu

Languages:
Italian
English

I learn almost all this at the "Politecnico di Torino", where i'm near to achieve graduation as informatic engeneer.

I have 2 ideas:

1 Produce a guide "how to read this code", that provide a top down of the wesnoth project and has the objective of helping a new user in understanding the structure so that he can know, for example, what is the starting code file.

2 Making a real time version of this game; really simple to say, no?

Very well, this is all about me, what about you?
See you.
Lazarus
Posts: 39
Joined: November 14th, 2006, 5:18 pm

Post by Lazarus »

No C++ or Python?
Ibykos
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Joined: December 17th, 2006, 6:37 pm

Post by Ibykos »

No.
Lazarus
Posts: 39
Joined: November 14th, 2006, 5:18 pm

Post by Lazarus »

Well, those are the languages that were used to create Wesnoth.
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zookeeper
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Post by zookeeper »

I recommend finding out whether learning C++ would be a big effort for you. I suspect that with a solid computing background such as yours would make it relatively fast to learn enough C++ to work with Wesnoth's code. Would most likely take a longer time to learn it well enough to work on all parts of the game engine, but I suspect you might be able to learn enough to work with simpler features and parts of the game.

I suggest dropping by (or actually hanging around, since response time can be hours occasionally...) #wesnoth-dev at freenode (IRC) if you wish to have a chat with most developers, who might be able to help you more.
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zookeeper
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Post by zookeeper »

Lazarus wrote:Well, those are the languages that were used to create Wesnoth.
Python hasn't been used at all in writing Wesnoth, as far as I know anything about anything.
Lazarus
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Post by Lazarus »

Oops - my bad.

Different AI for Wesnoth can be written in Python though, correct?
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zookeeper
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Post by zookeeper »

Lazarus wrote:Different AI for Wesnoth can be written in Python though, correct?
Yep. No real AI's have been written in Python yet, though.
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Viliam
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Re: I'm interested in helping

Post by Viliam »

Ibykos wrote:1 Produce a guide "how to read this code", that provide a top down of the wesnoth project and has the objective of helping a new user in understanding the structure so that he can know, for example, what is the starting code file.
You could maybe start at the wiki.
Ibykos wrote:2 Making a real time version of this game; really simple to say, no?
A few days ago I downloaded a game Glest, it is open-source 3D real-time strategy... and while playing it I had an idea: How about creating there new factions, approximately based on Wesnoth factions. Of course the similarities would be only very superficial. (Who cares? The similarities between Warcraft II and World of Warcraft are also mostly in names and pictures of units; otherwise the games are completely different.) I imagine something like adding buildings and upgrades. For example as in Wesnoth units get to higher levels by gaining experience, in this game it would be by paying their upgrade. Of course you would have to research that upgrade first. So for example you build a lumbermill to recruit Elvish Archers, and then research marksmanship, and upgrade them to Elvish Marksmen... OK, this was just a crazy idea, but maybe you would like it...
martenzo
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Post by martenzo »

One warning about the Python based AIs, sometimes, they don't work. Especially if there is a special event coded into it.
me: Welcome to the real world. If everyone says your art and opinions suck, it's because they DO suck. Even if you're too damned proud/stupid/both to realize it.
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im the one you think of
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Re: I'm interested in helping

Post by im the one you think of »

Viliam wrote:
Ibykos wrote:1 Produce a guide "how to read this code", that provide a top down of the wesnoth project and has the objective of helping a new user in understanding the structure so that he can know, for example, what is the starting code file.
You could maybe start at the wiki.
Ibykos wrote:2 Making a real time version of this game; really simple to say, no?
A few days ago I downloaded a game Glest, it is open-source 3D real-time strategy... and while playing it I had an idea: How about creating there new factions, approximately based on Wesnoth factions. Of course the similarities would be only very superficial. (Who cares? The similarities between Warcraft II and World of Warcraft are also mostly in names and pictures of units; otherwise the games are completely different.) I imagine something like adding buildings and upgrades. For example as in Wesnoth units get to higher levels by gaining experience, in this game it would be by paying their upgrade. Of course you would have to research that upgrade first. So for example you build a lumbermill to recruit Elvish Archers, and then research marksmanship, and upgrade them to Elvish Marksmen... OK, this was just a crazy idea, but maybe you would like it...
I've played Glest, I became bored of it quickly though, it didn't have much replayability, I haven't played it for months so I'm guessing it has advanced a bit more.
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