godot: wesnoth on godot

Get help with compiling or installing the game, and discuss announcements of new official releases.

Moderators: Forum Moderators, Developers

fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

godot: wesnoth on godot

Post by fire-emblem »

any guesses to when there'll be a stable version using godot? -> https://github.com/wesnoth/haldric

curious to see what wesnoth can become with godot
gfgtdf
General Code Maintainer
Posts: 1343
Joined: February 10th, 2013, 2:25 pm

Re: godot: wesnoth on godot

Post by gfgtdf »

Well as far I I know (which is not much, and might be wrong) the project haldric team it still on reImplementing basic gameplay mechanics and didn't even begin to implent multiplayer or implement addon API etc . So we'll, it depends of what you mean by stable, but probably not too soon.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

We're still in the elementary phases of the project, but any help would be gladly accepted.
fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

ppl have to know godot and also the wesnoth code to be able to do that yea?

Post by fire-emblem »

ppl have to know godot and also the wesnoth code to be able to do that yea?
Last edited by fire-emblem on April 22nd, 2020, 9:12 am, edited 1 time in total.
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

I don't know godot, but I know python. Also, I don't know the wesnoth code. However, I still contribute to the project. :)
fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

how basically would you be able to transfer wesnoth code into py if you dont know wesnoth code?

Post by fire-emblem »

hmm intersting so how basically would you be able to transfer wesnoth code into py if you dont know wesnoth code?
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

You don't transfer wesnoth code into py. You re-write the entire thing.
fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

how would you re-make the entire thing if you dont know the original tho?

Post by fire-emblem »

how would you re-make the entire thing if you dont know the original tho?
User avatar
Pentarctagon
Project Manager
Posts: 4494
Joined: March 22nd, 2009, 10:50 pm
Location: Earth (occasionally)

Re: godot: wesnoth on godot

Post by Pentarctagon »

To be clear, godot doesn't use python, it uses gdscript which is very similar to python.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

how would you re-make the entire thing if you dont know the original tho?
As stated, you don't need to. All you need to know is the game mechanics.
fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

ice cream

Post by fire-emblem »

how would any of the addons be transferred over and work in the new engine?

if you're basically remaking it, it'd seen far better just to redesign the game into a better version

what part of the game works and what part doesnt, do you have to know the entire codebase so far to know that?

there's different ways to design how the code would be for the game, what approach/paradigm have you decided to take?
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

how would any of the addons be transferred over and work in the new engine?
They would be completely re-written.
if you're basically remaking it, it'd seen far better just to redesign the game into a better version
We are.
what part of the game works and what part doesnt, do you have to know the entire codebase so far to know that?
https://github.com/wesnoth/haldric/issues/5 has a checklist, with links to each individual issue.
there's different ways to design how the code would be for the game, what approach/paradigm have you decided to take?
Object-oriented programming (duh, as godot is based on OOP)
fire-emblem
Posts: 23
Joined: April 16th, 2020, 5:59 am

peaches

Post by fire-emblem »

are there details of how you're making the game into a better version? like the specifics of how it would work, and not just checklist

for what works it says that hasnt been updated since '18

when you design a software, there's many different ways of doing the same thing even when using the same lang, so am asking what's the design appoarch?

seems like any addons would be gone
Last edited by fire-emblem on May 2nd, 2020, 5:01 pm, edited 1 time in total.
Jay_jayjay
Posts: 11
Joined: April 17th, 2020, 2:46 pm
Location: null

Re: godot: wesnoth on godot

Post by Jay_jayjay »

Just look at the github. It should have all the answers.
shevegen
Posts: 289
Joined: June 3rd, 2004, 4:35 pm

Re: godot: wesnoth on godot

Post by shevegen »

> for what works it says that hasnt been updated since '18

The github repository is active, so I am not sure why you think it has not changed since 2018.

https://github.com/wesnoth/haldric

IMO it is probably a bit too ambitious. While perhaps you can finish most of the core functionality,
I know from experience that the closer things come toward 100%, the more slowdown will
happen. :)

Personally I use the oldschool wesnoth exclusively; I tend to play only some add-ons these days,
since they are more interesting compared to the mainline scenarios and gameplay.
Post Reply