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Hi everybody!
Now that gna is finally back up again I can write a short summary of what we
talked about during FOSDEM. Some stuff was already mentioned here on the ML,
other stuff is listed in the wiki (where I will just redirect you to).

This year at FOSDEM we basically just had one day to really get Wesnoth stuff
discussed and done. Instead of starting on Friday in the afternoon we were "a
little late" due to a complete traffic breakdown in Belgium/Brussels. So we
did not talk about much on Friday evening. We had all of Saturday for Wesnoth
related discussions, but on Sunday we participated in the "Open Source Game
Development" devroom [1] (which was a huge success). Due to talks going on in
there additional "Wesnoth only" discussions were not possible (at least not
while being in the room). Slides and audio recordings for many talks (eg the
one from Boucman) are linked from the respective talks subpage.

So we basically just had (all of) Saturday for Wesnoth related discussions and
work. Here is a short list of what was talked about:

1) We started our discussions with Wescamp and a better integration of the
(new) wescamp-i18n repo with our addon server. More information about this is
available at [2].

2) Afterwards we discussed a possible move to git [3]. This was also brought
up here on the ML. For more information please have a look at the FOSDEM entry
as well as the ML discussion.

3) In the afternoon we talked about how to improve the campaign selection
dialog [4]. Please have a look at the wiki page for all the information.

4) Another topic was if we wanted to participate in GSOC 2012 [5]. This topic
was also brought up here on the ML so I won't go further into it.

5) During the evening we also discussed balancing and difficulty levels [6].
Part of this was the idea that the AI should be able to beat the easiest
difficult level and that the levels themselves should be more unified over all
campaigns (they should already be, just some crosschecking to be sure).

6) Some hacking was done (mainly by Crab_) as result of the discussions. Eg he
implemented some (quick and dirty) difficulty selection from MP games. Besides
he also tested if the AI can play some "really easy" campaigns and made some
slight adjustments to allow this. More of this is available under [7].

7) Last but not least there was the GameDev Room [8] which was a huge success,
too.

It might be that I missed listing some things we talked about, but some of the
most important ones should be listed already. In case I missed something,
please add it in the wiki so that the discussions are not forgotten. Please
also feel free to continue discussions here on the list (eg in the respective
threads about GSoC as well as the (possible) VCS / project hosting change.
Cheers,
Nils Kneuper aka Ivanovic



[1] http://fosdem.org/2012/schedule/track/open_source_game_development_devroom
[2] http://wiki.wesnoth.org/Fosdem2012#Wescamp-i18n
[3] http://wiki.wesnoth.org/Fosdem2012#Change_of_the_VCS_from_svn_to_git.3F
[4] http://wiki.wesnoth.org/Fosdem2012#Campaign_Selection_UI
[5] http://wiki.wesnoth.org/Fosdem2012#GSoC_2012
[6] http://wiki.wesnoth.org/Fosdem2012#Campaign_difficulty_levels
[7] http://wiki.wesnoth.org/Fosdem2012#Fun_stuff
[8] http://wiki.wesnoth.org/Fosdem2012#The_Open_Source_Game_Development_Devroom
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