Sunday, February 28, 2010

Some thoughts about Wesnoth campaign-building

Project Battle for Wensoth has a large community forum, divided to threads for different topics like strategies, support, development etc. These forums are, as they usually tend to be, a bit scattered. Usually forums aren't the best way to start studying of anything, but these are pretty useful if you are already familiar with Wesnoth and want to find solutions to problems you met or just to get fresh ideas. But you can find (or why not to write?) some "summary-type" postings as well, like this one.

Some quite random thoughts concerning to campaign-building, what can be better (as my speciality is WML these are mainly related to coding):
The best way to get familiar with WML is to play different campaigns and if you find some technical aspects to be interesting then immediatelly check the WML-code (and remember it as example). Also this is good way to get ideas for your own campaigns.
Help and WML documentation in BfW forums shold contain examples as much as possible. Examples of certain features would be convenient. Right now because help in Wesnoth site is pretty laconic, so less skilled campaign-builder have to search for real uses of described tags anyway. (It means Google is still important source of information, even if you have found respective topic in Wesnoth site.)
After changing campaign .cfg-file you have to restart the Wesnoth program because it caches missions, and this causes changes you have made won't affect without restart. It makes test-process time consuming and is just annoying, it would be very nice if this could be changed somehow.
I missed for WML-validator a lot. I found several topics in Wesnoth forums where were discussed about creating that tool, but looks like all those projects are still "under construction". Good thing is that very likely there will be WML-validator soon.
The main way to balance forces is to adjust incoming. Therefore I think it needs an extra attention carrying money between scenarious as it can easily disbalance well tuned (single) scenario. From that perspecitve it is safer to keep bonus ratio low (or not to give bonus at all- then you can test and balance each scenario independently of others).

And one more, a bit personal thing- as distinct from recommendations from forums I think that too much of dialogues are not good at all, I think the dialogue should contain only useful and necessary information, otherwise it gets boring and works as pointless waste of time (without possibility to interrupt it before getting to play). It seems to me that dialogues longer than 5 sections won't be read through, so if you have anything to say, do it in first 5 section :)

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Käesoleva ajaveebi otstarve on õppetöö TLÜ informaatika magistrantuuris (kasutaja ott198@tlu.ee). Esialgu tulevad siia e-õppe vahendite standardite kodutööd, kuid tõenäoliselt lisandub siia teisigi aineid.