- #The battle for wesnoth platforms how to
- #The battle for wesnoth platforms software
- #The battle for wesnoth platforms free
To move a unit, and to attack with that unit, as well as to recruit and I also fleshed out a very basic interface. You would only have basic control over the advancement ofĪ particular member of the army, but you would decide what units go It grow as its members became more experienced. The focus would be around building your own army, and watching Of Monsters with the added choice of letting the playerĬhoose what their unit advances into at some points. Something simple, something similiar to Master Something which keeps track of the activity the unit undergoes,Īnd advances it in that area, but I rejected such a system for I considered different systems of advancement. I started with a few basic units, and two races: Orcs and Elves.Įlves had horsemen, which could advance to knights, archers whichĬould advance to rangers, and fighters which could advance to heroes. I wouldn't make vague promises to myself about features that would be later added,
#The battle for wesnoth platforms how to
Game: a feature would be added only if I knew immediately how to implement it. Rather they should be thinking 'this is so stupid and simple that it's Not a 'yes I can do this but it is kinda complicated'. That before the programmer starts working on it, they have a very clearĪnd strong understanding of how they're going to make it work. The idea of KISS is that the feature must be easy enough to program
Something new, something better, something which borrows the best ideasįrom a number of other games, and which adds new ideas of its own.
#The battle for wesnoth platforms free
It wouldn't be as ambitious as some things I wanted to write, but atīut, I don't see the point of writing a Free game which is simplyĪ copy of a commercial game. Make it simple enough to write, but substantial enough to be lots of fun. I decided I would claim the middle ground: They are either boringly trivial, or they are insanely complex,Īnd never really get off the ground. I had analyzed that most Free games fall into one of two categories: Simple enough that I was confident I could program a game like it easily enough. It was fun, lots of fun, yet it was simple. But then one day, I playedĪ game that I had played when I was much younger, a Genesis game: I gave up on writing a game for a long time after that. The result? It failed before it even got started, collapsing in a mountain of I had thought up sophisticated systems for everything. I wanted to write a Civilization-like game, but with some major rule changes,Īnd a better AI. So I would write a complex game, using all the latest programming tools. What kind of game? Well, I was confident of my skills, In some of my spare time, I decided to try writing a game again. Then I went to college, and after that got a job programming, I had a basic, self-taught knowledge of C and C++. My programming skills back then left alot of room for improvement. The game home and play it for themselves. "this looks good", but I knew that none of them would actually want to take
When I showed them to people, they would be impressed, and say My resources and skill - but none of them were professional, and polished. Some of them were playable, even impressive - especially considering When I was a teenager, I attempted to write games several times. To KISS, as many people on the forum mistakenly seem to have thought. However simple game rules are not directly related That are simple to implement are often ones that most players wouldĬonsider 'simple'. Necessarily a bad one, and can be linked to KISS in that game rules The idea of game rules being simple is not
#The battle for wesnoth platforms software
To get off the ground, and it is the principle that has kept it alive since.įirst of all, the concept of 'KISS' is a software development principle. It was the key principle that enabled Wesnoth We talk about the 'KISS principle' here a lot, and I think that that is the most coreĭesign principle used in Wesnoth. Where does originality factor in? I, too, felt that the game's focus was on the units rather than the strategy, that the building of my colourful army was more important than the logic of any scenario. I don't think this should be done by voting, either a clear, concise vision would be nice. I think having an established, ordered list of these would help a lot in my attempts to help. I feel it is appropriate to respond to something Bazarov said in another thread:Īm having a little difficulty understanding the core values of the game in the eyes of the creators. The 18th of December 2003 marked six months since the first version of Battle for Wesnoth, version 0.1, was released. The History of, and Philosophy behind Wesnoth (2003 original)