(CC to Wesnoth forum)

Thank you to everyone who contributed toward the success of 1.0. Very few Free games get as far as we have come. I would like to say some words of thanks to a few contributors without whom, 1.0 may have never been reached. I list these contributors not to try to exclude anyone, but simply to note some exceptional contributions. I think something that has struck me about how supportive these contributors are is that they have always been supportive of the project, even when decisions are made which they might disagree with:

fmunoz -- who recognized Wesnoth even when it was incredibly ugly, and made the first steps toward making it something people would actually want to play ettin -- for the thankless task of maintaining our web site, making interface suggestions, and sticking with the project for over two years (and he was even nice enough to make my wife and I a web page for our wedding!) miyo -- for his counsel, supportiveness, and hard work doing the most thankless of tasks. If I had asked him to, I know he would have stuck with the project all the way until 1.0. Jetryl -- for his persistence and dedication and refusal to accept mere 'average' quality isaac -- for his dedication and hard work on the project over a long period of time, and great tolerance. freim -- for his excellent work in an area that few people want to work in, as well as his generous donation of use of a server Ivanovic -- for doing all he could do to push the project to 1.0 at a time when the energy of others waned forcemaster -- for being willing to fix many bugs that he himself didn't cause.

This list isn't meant to belittle any of our other contributors, of course. It's simply a list of people I think should get a special mention.

Anyhow, I think it's time to discuss where we want to take the project next. I think the first question is, do we want to take it anywhere? One option would be to be happy with 1.0, and occasionally release a bug fix release, and be content to simply maintain the project. This is a perfectly respectable option: it wouldn't mean our project has died, rather, we've produced a good product, and are now happy to simply enjoy playing the fruits of our labors, as well perhaps as moving on to new projects.

I believe, however, that there are a substantial number of people who have the time and energy and want to contribute to Wesnoth to add new features that they would like to see in the game. Also, I think if we continue development, we will also attract new talent to join the project, and add their time and energy to it.

I, however, will not be able to contribute to the project as much as I have in the past. My wife is pregnant, I have a rather involved job, and eventually I might want to start a new project. I will have to pass much responsibility to others. I will still be able to help by making important decisions, and writing some code, but I won't be able to continue contributing at levels I have been.

I am appointing Jetryl in a role as a senior developer, ultimately in charge of most aspects of development. I will be able to veto decisions he makes if I want to, but usually won't, even if I disagree with them (if I did veto one it would probably be on the grounds of it being technically unsound, rather than me simply not liking having frost-breathing mutant turtles in the game). I have grown confidence in Jetryl's abilities in terms of game design, and I think he can do a good job. He has the combination of dedication, enthusiasm and ability that I don't think anyone else has, and I think he has earned the right to have his ideas tried in the game.

For those who don't like changes that we make to the game, we will be maintaining the 1.0.x (stable) branch, and backporting some features from the 1.1.x (development) branch.

Here are some changes I would like seen made to the game. Ideas with a '*' could be backported to 1.0. It's far from an exhaustive list of improvements we might make though.

* ability to skip replay when observing game
- multiplayer campaigns
* different rooms on multiplayer server
* interface for game management (mainly kicking out obnoxious observers and replacing sides)
* support for tournaments on multiplayer server
- removing most obvious cheating avenues on multiplayer server
- development of new campaigns which have higher production values than any existing campaigns. Having a team work on a campaign rather than one person with some contributors. - revamp of some game rules including addition of new abilities and changing behavior of existing ones (perhaps removal of some abilities) - continue refactoring code; try to make some sections of code modular enough so they could be easily reused on seperate projects.
- addition of Boost as a dependency
* addition of Zlib as a dependency and allow compression of saves and compression of data sent over the network - make map generation and AI scriptable in Python. This would allow scenario designers to have far more control over the AI than previously. One of the big problems with the existing AI is that it is necessarily very general (must be able to play on any map, with any settings, with any faction). It is very hard to program a good general AI, but much easier to program a special-case AI. - improvements to the map editor, and possibly the existence of a full-fledged campaign editor.

I would like to note that we are going to try to maintain our production values and methodology. KISS is still our core ideal. We are going to continue developing things in an evolutionary fashion: one step at a time.

Also, we are always looking for new contributors. If you want to become involved in Wesnoth development, there is no better time than now. :)

David

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