![]() But talking about graphics and everything outside the core, it is obviously the impact of a larger contributor base.ĭanShumway:The core game seems to stay pretty consistent, but you guys still make decisions about other elements - the most recent features for planning moves springs to mind. Galegosimpatico:If you get deeper and build an old version, you can see human wizards have changed more. There you can see elven fighters and archers had almost the current stats.ĭanShumway:So not a huge amount has changed, I guess? Galegosimpatico: There are some screens of the early versions. Zookeeper: i'm pretty sure it was just some elvish, human and orcish units at that pointĭanShumway: Was design mostly being done by White, or was there some type of community process to make those decisions? Shadowm: The 0.1 version I got hold of only had two playable scenarios IIRC.ĭanShumway: And I'm assuming only a couple of the eventual races? Zookeeper: .it was released at some very early point, but as far as i know it was fully playable The full, unedited log of the entire conversation is available online at Initial Release and early developmentĭanShumway: So, Wesnoth was originally designed by one person, I think by the name of White.ĭanShumway: Do you know at what point he originally released the game? I mean, was it a playable product, or did he propose the idea and some of the engine first? The following transcript has been both edited and reorganized for conciseness and readability purposes. The following is an edited transcript of an interview I conducted over IRC on Februwith members of the Battle for Wesnoth community, including David White ( Sirp_), the game's original creator.
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