godot: wesnoth on godot
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godot: wesnoth on godot
any guesses to when there'll be a stable version using godot? -> https://github.com/wesnoth/haldric
curious to see what wesnoth can become with godot
curious to see what wesnoth can become with godot
Re: godot: wesnoth on godot
Well as far I I know (which is not much, and might be wrong) the project haldric team it still on reImplementing basic gameplay mechanics and didn't even begin to implent multiplayer or implement addon API etc . So we'll, it depends of what you mean by stable, but probably not too soon.
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
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Re: godot: wesnoth on godot
We're still in the elementary phases of the project, but any help would be gladly accepted.
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ppl have to know godot and also the wesnoth code to be able to do that yea?
ppl have to know godot and also the wesnoth code to be able to do that yea?
Last edited by fire-emblem on April 22nd, 2020, 9:12 am, edited 1 time in total.
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Re: godot: wesnoth on godot
I don't know godot, but I know python. Also, I don't know the wesnoth code. However, I still contribute to the project.
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how basically would you be able to transfer wesnoth code into py if you dont know wesnoth code?
hmm intersting so how basically would you be able to transfer wesnoth code into py if you dont know wesnoth code?
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Re: godot: wesnoth on godot
You don't transfer wesnoth code into py. You re-write the entire thing.
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how would you re-make the entire thing if you dont know the original tho?
how would you re-make the entire thing if you dont know the original tho?
- Pentarctagon
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Re: godot: wesnoth on godot
To be clear, godot doesn't use python, it uses gdscript which is very similar to python.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
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Re: godot: wesnoth on godot
As stated, you don't need to. All you need to know is the game mechanics.how would you re-make the entire thing if you dont know the original tho?
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ice cream
how would any of the addons be transferred over and work in the new engine?
if you're basically remaking it, it'd seen far better just to redesign the game into a better version
what part of the game works and what part doesnt, do you have to know the entire codebase so far to know that?
there's different ways to design how the code would be for the game, what approach/paradigm have you decided to take?
if you're basically remaking it, it'd seen far better just to redesign the game into a better version
what part of the game works and what part doesnt, do you have to know the entire codebase so far to know that?
there's different ways to design how the code would be for the game, what approach/paradigm have you decided to take?
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Re: godot: wesnoth on godot
They would be completely re-written.how would any of the addons be transferred over and work in the new engine?
We are.if you're basically remaking it, it'd seen far better just to redesign the game into a better version
https://github.com/wesnoth/haldric/issues/5 has a checklist, with links to each individual issue.what part of the game works and what part doesnt, do you have to know the entire codebase so far to know that?
Object-oriented programming (duh, as godot is based on OOP)there's different ways to design how the code would be for the game, what approach/paradigm have you decided to take?
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peaches
are there details of how you're making the game into a better version? like the specifics of how it would work, and not just checklist
for what works it says that hasnt been updated since '18
when you design a software, there's many different ways of doing the same thing even when using the same lang, so am asking what's the design appoarch?
seems like any addons would be gone
for what works it says that hasnt been updated since '18
when you design a software, there's many different ways of doing the same thing even when using the same lang, so am asking what's the design appoarch?
seems like any addons would be gone
Last edited by fire-emblem on May 2nd, 2020, 5:01 pm, edited 1 time in total.
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Re: godot: wesnoth on godot
Just look at the github. It should have all the answers.
Re: godot: wesnoth on godot
> for what works it says that hasnt been updated since '18
The github repository is active, so I am not sure why you think it has not changed since 2018.
https://github.com/wesnoth/haldric
IMO it is probably a bit too ambitious. While perhaps you can finish most of the core functionality,
I know from experience that the closer things come toward 100%, the more slowdown will
happen.
Personally I use the oldschool wesnoth exclusively; I tend to play only some add-ons these days,
since they are more interesting compared to the mainline scenarios and gameplay.
The github repository is active, so I am not sure why you think it has not changed since 2018.
https://github.com/wesnoth/haldric
IMO it is probably a bit too ambitious. While perhaps you can finish most of the core functionality,
I know from experience that the closer things come toward 100%, the more slowdown will
happen.
Personally I use the oldschool wesnoth exclusively; I tend to play only some add-ons these days,
since they are more interesting compared to the mainline scenarios and gameplay.