I have to tell you, when I see GPL license on a game, I see the good intention you have. Have you considered changing the license of Wesnoth to MIT so commercial game developers can use their time and effort on components can port them to their own projects too? I can't justify investing hundreds of hours programming new components a project (even one I'm passionate about) that a later derivative can't be used by my…
Sorry for being redpilled toward the GPL crowd, but we just need to get some realities straight. There's another side to this. Have you ever played a game an felt an eery "I've felt that before", but couldn't put your finger on it? Examples include: - Chris Sawyer's Transport Tycoon -> Roller Coaster Tycoon. - World of Warcraft + Starcraft's Download Programs (which both used a similar, skinned UX and bittorrent down…
The Battle for Wesnoth needs help
51–60 of 155 posts
Re: The Battle for Wesnoth needs help
#52So far we've had one major thread calling for a rewrite in a new language, one calling for a new license, and one insinuating the devs should accept the project is done and move on with their lives. Is it any wonder open source gaming struggles with this kind of broad negativity?
Re: The Battle for Wesnoth needs help
#53Earlier quoted context omitted.
Counterpoint: Nethack. Sometimes the best games take a (long) while, and may never be finished.
I remember a friend of mine introducing me to Nethack and telling me that part of the fun was "hacking the game." So I downloaded the source, inverted application of damage, and recompiled. To that, my friend said "no! the hacking is supposed to be about manipulating the data files..." I replied, "my way was easier." Thanks for mentioning Nethack and reminding me of this :-).
Re: The Battle for Wesnoth needs help
#54I have to tell you, when I see GPL license on a game, I see the good intention you have. Have you considered changing the license of Wesnoth to MIT so commercial game developers can use their time and effort on components can port them to their own projects too? I can't justify investing hundreds of hours programming new components a project (even one I'm passionate about) that a later derivative can't be used by my…
In fact in this situation you would be better off with Wesnoth as GPL rather than MIT, because that way your closed-source competitors can't use your component in their games.
Re: The Battle for Wesnoth needs help
#55Earlier quoted context omitted.
If you can't justify that, then don't contribute. It's that simple. The license wasn't chosen randomly - it's there exactly so you can't use their time and effort by porting their components to closed source projects. It's not an unintended side-effect.
> If you can't justify that, then don't contribute. It's that simple. So tough? You're a disciplinarian huh? Just world enough for ya? Have a bit of sting and a zing, with pure truth: LLVM and Clang are healthy and GCC is becoming obsolete. Then there's gems like cocos2x-x, chromium, .NET and such. Very hearty with all those commits. :^) > The license wasn't chosen randomly Do you understand the ramifications of the…
Re: The Battle for Wesnoth needs help
#56Why does the game need to keep advancing? Most games in the industry are written, released, and finished. The best have a timeless nature, still excellent even though they haven't been changed for decades. Battle for Wesnoth is an excellent game. But declining interest seems to indicate that maybe it is just finished?
Also as one who lived through the times when gaming on Linux was almost unheard of, or required a lot of imagination, I think Wesnoth is part of gaming history right now. The future is here and Valve helped bring it about, the quality and quantity of games on Linux has completely transformed in the last 5 years.
So gamers looking for entertainment on Linux have so much more to look forward to right now than Wesnoth. It's time to move on.
Re: The Battle for Wesnoth needs help
#57I wonder how much work it would be to get the basic game working using Unity with the assets already available...
Re: The Battle for Wesnoth needs help
#58Earlier quoted context omitted.
Why is that? C++ is over 30 years old, whereas JavaScript is 20 years old. Besides, the latter surged in popularity only recently. Based on these facts alone, we can comfortably assume that experienced C++ developers are older on average. I can see why this is a controversial assumption though.
Seriously, please drop it. Javascript is not used to code games much, C++ is. Javascript is pretty awful performance wise. Also, porting a whole code base to another language at this stage in the game is such a colossal task. Are you even a developer? I'm not sure you realise how infeasible what you're suggesting is.
Re: The Battle for Wesnoth needs help
#59Perhaps the issue is that they are looking for intermediate to advanced C++ programmers who have experience with very large code-bases. That's a tiny portion of the programmer population. I know this is a risky thing to say here, but I wonder if they should re-write the game in a more common/popular language, maybe something web-based like JavaScript. They would have a much bigger talent pool to pull from, gain acces…
Re: The Battle for Wesnoth needs help
#60Why does the game need to keep advancing? Most games in the industry are written, released, and finished. The best have a timeless nature, still excellent even though they haven't been changed for decades. Battle for Wesnoth is an excellent game. But declining interest seems to indicate that maybe it is just finished?
I regularly play Wesnoth over the internet with a friend. Though we sometimes explore other games, we always come back to Wesnoth because it's compelling. However, and I say this as a fan, this game has severe issues - it's not just a few bugs and maintenance: Wesnoth makes current hardware sweat to the point where my relatively new MBP sounds like it's taking off, as is my friend's ThinkPad. It's also the only game…
"However, I wanted to be able to develop Wesnoth quickly, using the latest technology and latest C++ features. Because of this I didn't spend much time focusing on things like minimizing the memory Wesnoth takes up, or trying to make it ultra-fast. This does limit its portability a little in that it is difficult to get working on systems with limited memory"