These are my goals for wesnoth 2.0. With a few minor exceptions, these are things I plan to code or spearhead myself.

Graphical Improvements:
— Particle system with z-buffering of internally clipped objects, scriptability, and support for bitmap particles - (eventually, with z- buffering, moving around vertically deformed terrain, such as mountains/castles, villages).
— Conversion of terrain to new multi-tile system.
— Walking animations. I'm doing the preliminary work, and Darth Fool has expressed interest in coding support.
— 3+ frame directional animations in all directions.
— Finish death animations.
— Conversion to new team color system (Thanks dFool !)
— More large-size art by yours truly, less pixel art by yours truly (working on this now, actually). We're starved for this stuff.

In order to make the whole "walking animations" and "directional animations" thing happen, I'm going to do something we haven't done before - solicit art contributors. Until now, we've been running purely on people just showing up of their own accord. A number of other projects out there have actually had considerable success with going out and asking people to come help them. This should actually work rather well for us, since we have the attraction of being a popular and successful project - we're not going to fold before the game gets finished, like many others do. :P

Before I do that, though, I'm going to prototype all of these animation dealies on one unit - the Elvish Fighter. When people start coming to do the work, we need to have sort of a red carpet in front of them - we need to have an example for them to follow, and the code needs to work. If people work on the thing, they need the "instant gratification" of being able to plug it into their existing copy of wesnoth and run it. Release and packaging of occasional (every month or two), unstable trunk builds is a MUST, because only a very small minority of people can compile wesnoth, and these usually aren't artists. It's ok if things are broken in these builds, we just need *something* for artists to use the latest features with. (I'm not suggesting these trunk builds replace the Stable build - these would be offered at the bottom of the downloads page, as something the average person doesn't see).


Gameplay Improvements:
— Tweak of abilities to allow multiple attack specials.
— Retrofitting of CTH bonus system to allow flexible application. Magic and marksman were fine when we had ~5 factions. They're way too granular for what is to come. — Addition of several new factions to mainline, addition of several units to certain existing factions (dwarves, saurians, naga). — Possible addition of proper unit inventories, including item dropping, transfer, and use-on-demand (healing potions are basically useless right now). — Addition of new damage types (pierce, impale, shadow - the impale part is Dave's suggestion). — Retrofitting of all basic abilities to allow them to be scaled per unit (regeneration, for example, healing for another). Poison is not included in this.

Most of these scaling issues revolve around the fact that I believe our current system to be far too rigid for a game with many more factions, even if said factions are not in the official release. These are trivial to support in our code (e.g. for healing, just ask the unit for the value, rather than a global). These will be no more common than special abilities themselves, and thus should be easy for people to remember (a fact that has been proven across the videogame industry - after all, there are already quite a few people who have memorized the complete unit stats of wesnoth, which are several orders of magnitude more complex, to say nothing of, say, games like Diablo). The point of this is that if we do *not* implement this, then all these different factions really will be too similar - right now, one of the primary things that makes our factions different is wildly different abilities, but when you have, say, four factions of elves, it's not going to be so easy to differentiate their stats.

The CTH system will allow us to give small (or large) bonuses to units which we currently do not give a bonus because it would be too powerful. This has been suggested before (an equivalent of Marksman for melee units), but has not been implemented because of naming problems, and the lack of certain units (ex: Master-at-Arms) who would use it. This will allow us to subtly reflect the skills of certain special units without having to heavily modify their stats in a bad direction to keep them from being overpowered with the current abilities. As I said before, this will *rarely* be used (no more than magical and marksman are - like the former, only about one unit from a faction _might_ get the ability). Compared to certain other modest code additions, such as the business Darth Fool did to plague, this should be fairly simple to implement.

That's a tall order, and I'm saving the particle system for last (when I finish that, it should be my crowning achievement, and then I'll do what Dave is doing now; fade into the background). Again, this is what I'm personally spearheading, and this is a long-term set of goals, for wesnoth 2.0.

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