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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Rujasu</id>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=25079</id>
		<title>RujasuScenarioEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=25079"/>
		<updated>2008-04-04T15:49:46Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambitions yet.  My hobbies include acting, and, well, open source game development.&lt;br /&gt;
&lt;br /&gt;
Email: rujasu@yahoo.com&lt;br /&gt;
&lt;br /&gt;
My nick is &amp;quot;rujasu&amp;quot; on IRC and forums.  Generally, if you see &amp;quot;rujasu,&amp;quot; it's probably me.&lt;br /&gt;
&lt;br /&gt;
I am hoping that Summer of Code will give me enough income to dedicate more of my time to working on one of my favorite open source games, and less time working at a job that may not relate to my ultimate career path.&lt;br /&gt;
&lt;br /&gt;
I'm a junior (third-year) undergraduate student at York College of Pennsylvania, majoring in Computer Science.  I've taken nearly every programming-related course possible.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I have been a developer for Hero of Allacrost (www.allacrost.org) for about a year now, and was recently named lead of the programming team.  Hero of Allacrost is an open source project for a single player RPG with 2D graphics; it draws inspiration from games such as Final Fantasy and Chrono Trigger.  This would be my first Summer of Code experience.&lt;br /&gt;
&lt;br /&gt;
I believe in using a general agile development model.  It is clear that the waterfall model does not work in open source development.  Documentation is important, but more important is producing readable and flexible code.   Creating full prototypes is unnecessary for this project, but it will be helpful to create some interface mockups.  For this project, the best method of testing is having people try using the software; I don't feel that automated testing will be useful for this project.&lt;br /&gt;
&lt;br /&gt;
For the Allacrost project, I have worked on bugfixing and extending the functionality of the game's shopping and game menu interfaces.  I have also contributed ideas, tested for bugs, and worked with scripting in Lua.  More recently, I have been mentoring new contributing programmers for the project and working on battle mode.&lt;br /&gt;
&lt;br /&gt;
I consider myself a pretty serious strategy/RPG gamer, though I haven't been playing as many games as I'd like lately.  I play single-player games almost exclusively.  I like games that challenge me; great gameplay is always the important factor, but a fantasy game needs a great story to be a true classic.  I first learned of Wesnoth from a friend, a little over a year ago.  I play single-player campaigns and have not tried multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
I am a native English speaker.  I am an effective communicator and have taken academic writing classes through college.  I do my best to help anyone who has questions or problems.  I am very patient, and I should be able to interact with players easily.  Whenever possible, I give constructive advice.  I do not give negative or demeaning feedback.  I am always willing to listen to advice and constructive criticisms.  I am able to recognize when a criticism is accurate and useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I chose the scenario editor project from the list.  I chose this project because I would like to create an editor that is more usable and flexible than the out-of-date campgen, and one that will ultimately be more powerful.  The editor will be written in C++.  This is my most proficient language, and it allows better integration with other aspects of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The editor will be using Wesnoth's own GUI toolkit (currently in development), with any necessary extensions being added as needed.  I plan to use this toolkit because it would allow the editor to be distributed with Wesnoth, without any added dependencies.  Since it is supposed to be easy-to-use, we don't want the user to have to install additional libraries.  It would also keep the general feel of the game.  Map viewing code from the map editor and/or main game could be re-used.&lt;br /&gt;
&lt;br /&gt;
The interface will allow:&lt;br /&gt;
&lt;br /&gt;
- Modification of basic scenario infomation&lt;br /&gt;
- Modification of sides/unit types&lt;br /&gt;
- Adding/removing/editing WML events by clicking on specific units, locations, or list of turns&lt;br /&gt;
- Saving to WML, loading from WML&lt;br /&gt;
&lt;br /&gt;
On the back end, the editor will work using a simple process:&lt;br /&gt;
&lt;br /&gt;
- Load and parse the scenario's CFG file.&lt;br /&gt;
- Modify the components of the WML as directed by the user/interface.&lt;br /&gt;
- Output the WML components to a CFG file.&lt;br /&gt;
&lt;br /&gt;
This will also allow significant re-use and coordination with the main game's code.  Much of the WML parser will be re-used, or at least used as a guide.  Other things to worry about on the WML side:&lt;br /&gt;
&lt;br /&gt;
Events will have to be dealt with.  The system will have to be able to create events, remove events, and modify existing events.  Removing events will be simple enough; just delete the event code.  My plan to deal with creating events is to use small templates for common types of events.  For modifying events, the editor can essentially list everything that happens as a part of that event, allowing the user to add to the event, remove from the event, or change parts of the event.  To change the condition for an event, the user will probably have to create new events in most cases.&lt;br /&gt;
&lt;br /&gt;
Preferably, comments written in WML would be preserved, though exact formatting will not be.  This is a feature that may be difficult to implement during a summer project.  However, comments could be preserved by keeping a record of all comments loaded from a data file and the information directly below them.&lt;br /&gt;
&lt;br /&gt;
Macros would be very possible to deal with, however it would require a fundamental change to the editor's internal representation, so it would probably not be a feasible goal for this project to preserve macros.&lt;br /&gt;
&lt;br /&gt;
==Practical considerations==&lt;br /&gt;
I am very familiar with SVN, mainly from my work on Allacrost.  Also, I have been using C++ for about six years.  Though I have no experience with Python, I am confident in my ability to learn programming languages quickly when needed.&lt;br /&gt;
&lt;br /&gt;
As a Linux user, my work is mostly done on KDE development tools such as KWrite and KDevelop.  I believe these are the most easily usable and visually appealing tools available for Linux.  I am fluent in C++, Java, and C, with a working knowledge in Lua and a few others.  Unfortunately, I am also fluent in BASIC, though I haven't touched it in years.&lt;br /&gt;
&lt;br /&gt;
My only fluent language is English.  My knowledge of Spanish is passable at best.  Generally, I am awake from 14:00 to 6:00 UTC.  I am able to talk over the phone; haven't really done anything with VOIP before.&lt;br /&gt;
&lt;br /&gt;
==Tenative Timeline==&lt;br /&gt;
&lt;br /&gt;
Now - May 25:&lt;br /&gt;
&lt;br /&gt;
Learn more about Wesnoth: read documentation, talk to developers, etc.&lt;br /&gt;
	Play through as many currently-available campaigns as possible.&lt;br /&gt;
	Refine ideas.&lt;br /&gt;
	Talk to scenario developers and get an idea of most requested features, etc.&lt;br /&gt;
&lt;br /&gt;
May 26 - June 8:&lt;br /&gt;
&lt;br /&gt;
	Begin coding&lt;br /&gt;
	Implement loading from WML, using (derivative of) current Wesnoth parser&lt;br /&gt;
	Begin implementing the interface&lt;br /&gt;
&lt;br /&gt;
June 9 - June 22: &lt;br /&gt;
&lt;br /&gt;
	Implement saving to WML&lt;br /&gt;
	Implement basic modification support: static scenario information&lt;br /&gt;
&lt;br /&gt;
June 23 - July 6:&lt;br /&gt;
&lt;br /&gt;
	Implement support for creating events&lt;br /&gt;
	Implement support for modifying events&lt;br /&gt;
	Implement support for creating new scenarios (default CFG files)&lt;br /&gt;
&lt;br /&gt;
July 7 - July 20:&lt;br /&gt;
&lt;br /&gt;
	Clean up loose ends&lt;br /&gt;
	Continue to work on implementing more events&lt;br /&gt;
	Implement &amp;quot;export to WML&amp;quot; and test basic scenario&lt;br /&gt;
&lt;br /&gt;
July 21 - August 3:&lt;br /&gt;
&lt;br /&gt;
	Put out version to community for testing/feedback&lt;br /&gt;
	Implement an interface that will allow the user to tie scenarios together into a full campaign&lt;br /&gt;
	Continue to work on implementing more events&lt;br /&gt;
	Begin implementing additional features, such as:&lt;br /&gt;
		- preserving comments&lt;br /&gt;
		- events that affect AI?&lt;br /&gt;
&lt;br /&gt;
August 4 - August 18:&lt;br /&gt;
&lt;br /&gt;
	Respond to feedback/bug reports&lt;br /&gt;
	Finish anything not already completed&lt;br /&gt;
	Work on additional features/events&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24929</id>
		<title>RujasuScenarioEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24929"/>
		<updated>2008-03-30T18:26:14Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: /* Tenative Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambitions yet.  My hobbies include acting, and, well, open source game development.&lt;br /&gt;
&lt;br /&gt;
Email: rujasu@yahoo.com&lt;br /&gt;
&lt;br /&gt;
My nick is &amp;quot;rujasu&amp;quot; on IRC and forums.  Generally, if you see &amp;quot;rujasu,&amp;quot; it's probably me.&lt;br /&gt;
&lt;br /&gt;
I am hoping that Summer of Code will give me enough income to dedicate more of my time to working on one of my favorite open source games, and less time working at a job that may not relate to my ultimate career path.&lt;br /&gt;
&lt;br /&gt;
I'm a junior (third-year) undergraduate student at York College of Pennsylvania, majoring in Computer Science.  I've taken nearly every programming-related course possible.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I have been a developer for Hero of Allacrost (www.allacrost.org) for about a year now, and was recently named lead of the programming team.  Hero of Allacrost is an open source project for a single player RPG with 2D graphics; it draws inspiration from games such as Final Fantasy and Chrono Trigger.  This would be my first Summer of Code experience.&lt;br /&gt;
&lt;br /&gt;
I believe in using a general agile development model.  It is clear that the waterfall model does not work in open source development.  Documentation is important, but more important is producing readable and flexible code.   Creating full prototypes is unnecessary for this project, but it will be helpful to create some interface mockups.  For this project, the best method of testing is having people try using the software; I don't feel that automated testing will be useful for this project.&lt;br /&gt;
&lt;br /&gt;
For the Allacrost project, I have worked on bugfixing and extending the functionality of the game's shopping and game menu interfaces.  I have also contributed ideas, tested for bugs, and worked with scripting in Lua.  More recently, I have been mentoring new contributing programmers for the project and working on battle mode.&lt;br /&gt;
&lt;br /&gt;
I consider myself a pretty serious strategy/RPG gamer, though I haven't been playing as many games as I'd like lately.  I play single-player games almost exclusively.  I like games that challenge me; great gameplay is always the important factor, but a fantasy game needs a great story to be a true classic.  I first learned of Wesnoth from a friend, a little over a year ago.  I play single-player campaigns and have not tried multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
I am a native English speaker.  I am an effective communicator and have taken academic writing classes through college.  I do my best to help anyone who has questions or problems.  I am very patient, and I should be able to interact with players easily.  Whenever possible, I give constructive advice.  I do not give negative or demeaning feedback.  I am always willing to listen to advice and constructive criticisms.  I am able to recognize when a criticism is accurate and useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I chose the scenario editor project from the list.  I chose this project because I would like to create an editor that is more usable and flexible than the out-of-date campgen, and one that will ultimately be more powerful.&lt;br /&gt;
&lt;br /&gt;
During the summer, I expect to build an editor that can produce playable scenarios to be used in full campaigns.  The editor will be flexible enough to, at some point, include additional features such as importing scenarios from WML.  Additional tools can be developed for unit modification and any other possible campaign considerations; this will not be in the scope of my summer project.&lt;br /&gt;
&lt;br /&gt;
The editor will be written in C++.  This is my most proficient language, and it allows better integration with other aspects of Wesnoth.  (For one thing, map-viewing code could potentially be re-used.)  The editor will use Wesnoth's own GUI toolkit, which Mordante is currently developing.  This will help to give the editor a united feel with the game itself.&lt;br /&gt;
&lt;br /&gt;
I believe this project will help me to improve my practical software development abilities while doing something I enjoy.  I fully intend to continue improving the editor, and possibly contributing to other areas of Wesnoth, once the SoC period is complete.&lt;br /&gt;
&lt;br /&gt;
==Practical considerations==&lt;br /&gt;
I am very familiar with SVN, mainly from my work on Allacrost.  Also, I have been using C++ for about six years.  Though I have no experience with Python, I am confident in my ability to learn programming languages quickly when needed.&lt;br /&gt;
&lt;br /&gt;
As a Linux user, my work is mostly done on KDE development tools such as KWrite and KDevelop.  I believe these are the most easily usable and visually appealing tools available for Linux.  I am fluent in C++, Java, and C, with a working knowledge in Lua and a few others.  Unfortunately, I am also fluent in BASIC, though I haven't touched it in years.&lt;br /&gt;
&lt;br /&gt;
My only fluent language is English.  My knowledge of Spanish is passable at best.  Generally, I am awake from 14:00 to 6:00 UTC.  I am able to talk over the phone; haven't really done anything with VOIP before.&lt;br /&gt;
&lt;br /&gt;
==Tenative Timeline==&lt;br /&gt;
&lt;br /&gt;
Now - May 25:&lt;br /&gt;
&lt;br /&gt;
Learn more about Wesnoth: read documentation, talk to developers, etc.&lt;br /&gt;
Play through as many currently-available campaigns as possible.&lt;br /&gt;
Refine ideas.&lt;br /&gt;
Talk to scenario developers and get an idea of most requested features, etc.&lt;br /&gt;
&lt;br /&gt;
May 26 - June 8:&lt;br /&gt;
&lt;br /&gt;
Begin coding.&lt;br /&gt;
Begin implementing the interface.&lt;br /&gt;
Implement support for global campaign data (name, difficulties, description, etc.)&lt;br /&gt;
Implement support for editing general scenario information (name, description, map data, etc.)&lt;br /&gt;
Implement editing of sides (available units).&lt;br /&gt;
&lt;br /&gt;
June 9 - June 22: &lt;br /&gt;
&lt;br /&gt;
Implement creation of events for basic victory conditions.&lt;br /&gt;
Implement pre-scenario events.&lt;br /&gt;
Implement placement of default units on map.&lt;br /&gt;
&lt;br /&gt;
June 23 - July 6:&lt;br /&gt;
&lt;br /&gt;
Implement in-game events.&lt;br /&gt;
- One view for events specific to units (if unit attacks, if unit is attacked, if unit moves to a location).&lt;br /&gt;
- One view for events specific to time (turns finished, specific event happens on turn 2).&lt;br /&gt;
- Map view for events specific to location (any unit from a specific side reaches a certain point.&lt;br /&gt;
&lt;br /&gt;
July 7 - July 20:&lt;br /&gt;
&lt;br /&gt;
Clean up loose ends.&lt;br /&gt;
Implement &amp;quot;export to WML&amp;quot; and test basic scenario.&lt;br /&gt;
&lt;br /&gt;
July 21 - August 3:&lt;br /&gt;
&lt;br /&gt;
Put out version to community for testing/feedback.&lt;br /&gt;
Possibly implement &amp;quot;import from WML.&amp;quot;&lt;br /&gt;
Work on additional features?&lt;br /&gt;
&lt;br /&gt;
August 4 - August 18:&lt;br /&gt;
&lt;br /&gt;
Respond to feedback/bug reports.&lt;br /&gt;
Finish anything not already completed.&lt;br /&gt;
Work on additional features?&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24920</id>
		<title>RujasuScenarioEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24920"/>
		<updated>2008-03-30T17:10:27Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: Added timeline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambitions yet.  My hobbies include acting, and, well, open source game development.&lt;br /&gt;
&lt;br /&gt;
Email: rujasu@yahoo.com&lt;br /&gt;
&lt;br /&gt;
My nick is &amp;quot;rujasu&amp;quot; on IRC and forums.  Generally, if you see &amp;quot;rujasu,&amp;quot; it's probably me.&lt;br /&gt;
&lt;br /&gt;
I am hoping that Summer of Code will give me enough income to dedicate more of my time to working on one of my favorite open source games, and less time working at a job that may not relate to my ultimate career path.&lt;br /&gt;
&lt;br /&gt;
I'm a junior (third-year) undergraduate student at York College of Pennsylvania, majoring in Computer Science.  I've taken nearly every programming-related course possible.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I have been a developer for Hero of Allacrost (www.allacrost.org) for about a year now, and was recently named lead of the programming team.  Hero of Allacrost is an open source project for a single player RPG with 2D graphics; it draws inspiration from games such as Final Fantasy and Chrono Trigger.  This would be my first Summer of Code experience.&lt;br /&gt;
&lt;br /&gt;
I believe in using a general agile development model.  It is clear that the waterfall model does not work in open source development.  Documentation is important, but more important is producing readable and flexible code.   Creating full prototypes is unnecessary for this project, but it will be helpful to create some interface mockups.  For this project, the best method of testing is having people try using the software; I don't feel that automated testing will be useful for this project.&lt;br /&gt;
&lt;br /&gt;
For the Allacrost project, I have worked on bugfixing and extending the functionality of the game's shopping and game menu interfaces.  I have also contributed ideas, tested for bugs, and worked with scripting in Lua.  More recently, I have been mentoring new contributing programmers for the project and working on battle mode.&lt;br /&gt;
&lt;br /&gt;
I consider myself a pretty serious strategy/RPG gamer, though I haven't been playing as many games as I'd like lately.  I play single-player games almost exclusively.  I like games that challenge me; great gameplay is always the important factor, but a fantasy game needs a great story to be a true classic.  I first learned of Wesnoth from a friend, a little over a year ago.  I play single-player campaigns and have not tried multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
I am a native English speaker.  I am an effective communicator and have taken academic writing classes through college.  I do my best to help anyone who has questions or problems.  I am very patient, and I should be able to interact with players easily.  Whenever possible, I give constructive advice.  I do not give negative or demeaning feedback.  I am always willing to listen to advice and constructive criticisms.  I am able to recognize when a criticism is accurate and useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I chose the scenario editor project from the list.  I chose this project because I would like to create an editor that is more usable and flexible than the out-of-date campgen, and one that will ultimately be more powerful.&lt;br /&gt;
&lt;br /&gt;
During the summer, I expect to build an editor that can produce playable scenarios to be used in full campaigns.  The editor will be flexible enough to, at some point, include additional features such as importing scenarios from WML.  Additional tools can be developed for unit modification and any other possible campaign considerations; this will not be in the scope of my summer project.&lt;br /&gt;
&lt;br /&gt;
The editor will be written in C++.  This is my most proficient language, and it allows better integration with other aspects of Wesnoth.  (For one thing, map-viewing code could potentially be re-used.)  The editor will use Wesnoth's own GUI toolkit, which Mordante is currently developing.  This will help to give the editor a united feel with the game itself.&lt;br /&gt;
&lt;br /&gt;
I believe this project will help me to improve my practical software development abilities while doing something I enjoy.  I fully intend to continue improving the editor, and possibly contributing to other areas of Wesnoth, once the SoC period is complete.&lt;br /&gt;
&lt;br /&gt;
==Practical considerations==&lt;br /&gt;
I am very familiar with SVN, mainly from my work on Allacrost.  Also, I have been using C++ for about six years.  Though I have no experience with Python, I am confident in my ability to learn programming languages quickly when needed.&lt;br /&gt;
&lt;br /&gt;
As a Linux user, my work is mostly done on KDE development tools such as KWrite and KDevelop.  I believe these are the most easily usable and visually appealing tools available for Linux.  I am fluent in C++, Java, and C, with a working knowledge in Lua and a few others.  Unfortunately, I am also fluent in BASIC, though I haven't touched it in years.&lt;br /&gt;
&lt;br /&gt;
My only fluent language is English.  My knowledge of Spanish is passable at best.  Generally, I am awake from 14:00 to 6:00 UTC.  I am able to talk over the phone; haven't really done anything with VOIP before.&lt;br /&gt;
&lt;br /&gt;
==Tenative Timeline==&lt;br /&gt;
&lt;br /&gt;
May 26 - June 8:&lt;br /&gt;
&lt;br /&gt;
Begin coding.&lt;br /&gt;
Begin implementing the interface.&lt;br /&gt;
Implement support for global campaign data (name, difficulties, description, etc.)&lt;br /&gt;
Implement support for editing general scenario information (name, description, map data, etc.)&lt;br /&gt;
Implement editing of sides (available units).&lt;br /&gt;
&lt;br /&gt;
June 9 - June 22: &lt;br /&gt;
&lt;br /&gt;
Implement creation of events for basic victory conditions.&lt;br /&gt;
Implement pre-scenario events.&lt;br /&gt;
Implement placement of default units on map.&lt;br /&gt;
&lt;br /&gt;
June 23 - July 6:&lt;br /&gt;
&lt;br /&gt;
Implement in-game events.&lt;br /&gt;
- One view for events specific to units (if unit attacks, if unit is attacked, if unit moves to a location).&lt;br /&gt;
- One view for events specific to time (turns finished, specific event happens on turn 2).&lt;br /&gt;
- Map view for events specific to location (any unit from a specific side reaches a certain point.&lt;br /&gt;
&lt;br /&gt;
July 7 - July 20:&lt;br /&gt;
&lt;br /&gt;
Clean up loose ends.&lt;br /&gt;
Implement &amp;quot;export to WML&amp;quot; and test basic scenario.&lt;br /&gt;
&lt;br /&gt;
July 21 - August 3:&lt;br /&gt;
&lt;br /&gt;
Put out version to community for testing/feedback.&lt;br /&gt;
Possibly implement &amp;quot;import from WML.&amp;quot;&lt;br /&gt;
Work on additional features?&lt;br /&gt;
&lt;br /&gt;
August 4 - August 18:&lt;br /&gt;
&lt;br /&gt;
Respond to feedback/bug reports.&lt;br /&gt;
Finish anything not already completed.&lt;br /&gt;
Work on additional features?&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24908</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24908"/>
		<updated>2008-03-30T16:38:27Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).&lt;br /&gt;
&lt;br /&gt;
--Yogi Bear, 28 February 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
=== Make [have_unit] optionaly use full SUF ===&lt;br /&gt;
[have_unit] by default uses SUF but does not apply it to recall list. Introduce an optional key that will allow to lift that limitation.&lt;br /&gt;
=== Introducing consistent invocation of SUF ===&lt;br /&gt;
Some tags using SUF do not use [filter] to describe it. This should be changed to achieve some consistency, but backwards compatibility should be preserved for now. Probably exhaustive list of tags to work on includes :&lt;br /&gt;
*[kill]&lt;br /&gt;
*[recall]&lt;br /&gt;
*[role]&lt;br /&gt;
*[scroll_to_unit]&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960]) -- [[User:dlr365|dlr365]] -- patch submitted [https://gna.org/bugs/index.php?4960]&lt;br /&gt;
=== Recall Event ===&lt;br /&gt;
WML event trigger for recalling (the current one triggers on both recalls and recruits) ([http://gna.org/bugs/index.php?3622 FR #3622]) (please read the comments of the report for a proper description of how this should work)&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
=== Other Ideas ===&lt;br /&gt;
See [[FutureWML]]; some ideas there are easier than others.&lt;br /&gt;
&lt;br /&gt;
== Improvements to FormulaAI ==&lt;br /&gt;
&lt;br /&gt;
Add new formula functions, or minor improvements to the formula language. Make it easier to debug the formula language.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
Note at the moment Mordante is working on a new GUI system, these &lt;br /&gt;
changes will probably affect the way these items need to be implemented.&lt;br /&gt;
Contact Mordante on IRC before starting to work on these.&lt;br /&gt;
  &lt;br /&gt;
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..) - note: rujasu is working on this feature&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
ACardboardRobot 2/2/07&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
=== Additional Commandline Options ===&lt;br /&gt;
'''Done''' by lao, actually in trunk, revision 25325.&lt;br /&gt;
&lt;br /&gt;
It would be nice if one could start Wesnoth from commandline specifying whether one wants to connect to a mp-server, load the last savegame or wants to start a campaign. More detailed information and examples are given in the [http://www.wesnoth.org/forum/viewtopic.php?f=12&amp;amp;t=20243 idea forum].&lt;br /&gt;
&lt;br /&gt;
=== Add minimal regexp to friend list ===&lt;br /&gt;
&lt;br /&gt;
Lots of people use multiple nicks, usually postfixed with a number... it would be nice to have minimal regexp support in friend list to easily get who's there...&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24271</id>
		<title>SummerOfCodeIdeas</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SummerOfCodeIdeas&amp;diff=24271"/>
		<updated>2008-03-22T07:14:01Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: Added link to my SoC page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a compilation of ideas from ML. Needs to be refined (more detailed description, deliverables, workload estimation?):&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Google Summer of Code students, what should I do... ==&lt;br /&gt;
&lt;br /&gt;
Here is a quick list of things to do to get you started&lt;br /&gt;
* Create an account on gna.org&lt;br /&gt;
* Create an account on the wesnoth forum&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself. We will not give formal interviews, but we will clearly favor people we have learnt to know during the selection process&lt;br /&gt;
* Contact one of our SummerOfCode people (Ivanovic, Sirp, Boucman, Mordante) to have your forum nick marked as a Summer of code student&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** List your account names (gna, forum, irc nick) so that we can recognize you&lt;br /&gt;
** Fill the questionnaire on this page: [[SoC_Information_for_Google#Does_your_organization_have_an_application_template_you_would_like_to_see_students_use.3F_If_so.2C_please_provide_it_now.| List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please give milestones and studies you've done&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to go to the [[EasyCoding]] and [[NotSoEasyCoding]] pages and implement one of these ideas (or any idea of similar scope) so we have an idea how you work. Be sure to use your gna account when submitting these patches so we know who it is coming from. You can also implement some features from our feature request database at gna. When you implement something, also list it on your own page with a reference to the patch.&lt;br /&gt;
&lt;br /&gt;
== List of Ideas for the Project (Suggestions from the wesnoth developers) ==&lt;br /&gt;
&lt;br /&gt;
Here is only a short description of possible Ideas we have, each has a page of its own with a more detailed version on it.&lt;br /&gt;
&lt;br /&gt;
=== Writing an AI based on the formula AI ===&lt;br /&gt;
&lt;br /&gt;
Wesnoth has always had a simple C++ based AI. David (our lead developer) has been working on a simple language to write AI in Wesnoth: [[FormulaAI]]&lt;br /&gt;
&lt;br /&gt;
The Wesnoth AI is used as an opponent in most campaigns, and as such is an important piece of code for the Wesnoth project. Unfortunately, because the skills required to understand and modify it are rather arcane, it is also one of the most neglected parts of the Wesnoth code. This is a place where a lot of research and useful work could be done. But keep in mind that [[WhyWritingAWesnothAIIsHard|writing an AI for Wesnoth is difficult]].&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas FormulaAI]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Extending the Multiplayer server ===&lt;br /&gt;
&lt;br /&gt;
Our multiplayer community is generally strong and healthy, but we believe its growth is limited by some problems in the interface of the multiplayer lobby.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Multiplayer server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Scenario/Campaign editor ===&lt;br /&gt;
&lt;br /&gt;
Currently, in order to create campaign or multiplayer scenarios, it is necessary to manually edit WML files - XML-like configuration files. The goal of this project would be to create a graphical editor to make the creative process easier.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Scenario and Campaign Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Addon server ===&lt;br /&gt;
Wesnoth has an addon server which offers users to upload user &lt;br /&gt;
made content (UMC). This allows all other users of Wesnoth&lt;br /&gt;
to easily download and install this content. The server was &lt;br /&gt;
originally written for user-made campaigns but contains a lot&lt;br /&gt;
more types of addons nowadays. Both the server side and the &lt;br /&gt;
client side need to be improved.&lt;br /&gt;
&lt;br /&gt;
[[SoC Ideas Addon Server]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Map editor ===&lt;br /&gt;
The map editor in Wesnoth serves two goals, making it easy to create&lt;br /&gt;
a new map and helping the terrain artists to test their new terrains.&lt;br /&gt;
&lt;br /&gt;
[[SoC_Ideas_Map_Editor]] - Full version of the idea, with detailed information&lt;br /&gt;
&lt;br /&gt;
=== Other possible ideas to be fleshed out ===&lt;br /&gt;
A MapGenerator rewrite - better scalable for outdoor maps, plus the possibility to define areas (similar to the caverns in the cave generator) etc.&lt;br /&gt;
&lt;br /&gt;
=== Make your own ideas ===&lt;br /&gt;
If you have your own idea the best thing is to join IRC wesnoth-dev at irc.freenode.net and discuss the idea with the developers there. If the developers think your idea is interesting and like the feature you can start to turn it into a full proposal. Once done discuss it again on IRC so the developers can accept your idea.&lt;br /&gt;
&lt;br /&gt;
== Information about our Project ==&lt;br /&gt;
The information we provided google with about our project can be looked up at the site [[SoC Information for Google]].&lt;br /&gt;
&lt;br /&gt;
== People to bug on IRC ==&lt;br /&gt;
We have prepared a list of people with their &amp;quot;area of competence&amp;quot;. This is to give you an idea on which areas those people can be of help for you. Of course you should always just ask in the IRC chan, but those are the most likely ones to answer questions in the respective area. And here is the list:&lt;br /&gt;
&lt;br /&gt;
[[SoC People to bug on IRC]]&lt;br /&gt;
&lt;br /&gt;
== GSoC Student Applicant Ideas == &lt;br /&gt;
&lt;br /&gt;
Every student interested to work on Wesnoth as part of Summer of Code should create a page of his own where several things should be listed. Here is a short list of what should be mentioned on the list (the more info for us, the better...):&lt;br /&gt;
&lt;br /&gt;
* Who are you? Please list your IRC and forum nickname in here and describe yourself so that we get you to know.&lt;br /&gt;
* What do you want to work on? Please flesh out your personal ideas, so that we get to know what you plan to work on.&lt;br /&gt;
* If you already submitted patches, please list those so that we have a reference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[FormulaAIandDynamicScripting]] (barbarianhero) ===&lt;br /&gt;
This project idea uses Formula AI and Dynamic Scripting to create a tunable and adaptive AI.&lt;br /&gt;
&lt;br /&gt;
===[[FormulaAIandAdaptation]] (Alesis-Novik) ===&lt;br /&gt;
The new idea and aproach using strategic and inside game knowledge&lt;br /&gt;
&lt;br /&gt;
===[[FormulaAIBaseAI]] (Dragonking) ===&lt;br /&gt;
Developing smart and pluggable AI, which would be really easy tweakable by Scenario and Campaign Developers &lt;br /&gt;
&lt;br /&gt;
===[[ExtensibleScenarioEditor]] (david.hilton) ===&lt;br /&gt;
On a conceptual level, this idea combines a finite state machine editor with a code generator to create scenarios.&lt;br /&gt;
&lt;br /&gt;
===[[pyQTScenarioEditor]] (Malle) ===&lt;br /&gt;
That's me!&lt;br /&gt;
&lt;br /&gt;
===[[EvolutionaryMapEditor]] (xonev) ===&lt;br /&gt;
Under Construction&lt;br /&gt;
&lt;br /&gt;
===[[RandomCampaignGenerator]] (kartik thakore, refining idea) ===&lt;br /&gt;
Procedural map generation that will hope to give writers better control over the random map generator using an interface.&lt;br /&gt;
&lt;br /&gt;
===[[LaoSoCIdeas]] by lao ===&lt;br /&gt;
Under Construction...&lt;br /&gt;
&lt;br /&gt;
===[[AddonServer]] (giebfried) ===&lt;br /&gt;
This project is to improve the server and client sides of the addon server, as suggested above.&lt;br /&gt;
&lt;br /&gt;
===[[RujasuScenarioEditor]] (rujasu) ===&lt;br /&gt;
Scenario editor that will coordinate with the look and feel of the Wesnoth game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Summer of Code|*]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24270</id>
		<title>RujasuScenarioEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24270"/>
		<updated>2008-03-22T07:03:54Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambitions yet.  My hobbies include acting, and, well, open source game development.&lt;br /&gt;
&lt;br /&gt;
Email: rujasu@yahoo.com&lt;br /&gt;
&lt;br /&gt;
My nick is &amp;quot;rujasu&amp;quot; on IRC and forums.  Generally, if you see &amp;quot;rujasu,&amp;quot; it's probably me.&lt;br /&gt;
&lt;br /&gt;
I am hoping that Summer of Code will give me enough income to dedicate more of my time to working on one of my favorite open source games, and less time working at a job that may not relate to my ultimate career path.&lt;br /&gt;
&lt;br /&gt;
I'm a junior (third-year) undergraduate student at York College of Pennsylvania, majoring in Computer Science.  I've taken nearly every programming-related course possible.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
I have been a developer for Hero of Allacrost (www.allacrost.org) for about a year now, and was recently named lead of the programming team.  Hero of Allacrost is an open source project for a single player RPG with 2D graphics; it draws inspiration from games such as Final Fantasy and Chrono Trigger.  This would be my first Summer of Code experience.&lt;br /&gt;
&lt;br /&gt;
I believe in using a general agile development model.  It is clear that the waterfall model does not work in open source development.  Documentation is important, but more important is producing readable and flexible code.   Creating full prototypes is unnecessary for this project, but it will be helpful to create some interface mockups.  For this project, the best method of testing is having people try using the software; I don't feel that automated testing will be useful for this project.&lt;br /&gt;
&lt;br /&gt;
For the Allacrost project, I have worked on bugfixing and extending the functionality of the game's shopping and game menu interfaces.  I have also contributed ideas, tested for bugs, and worked with scripting in Lua.  More recently, I have been mentoring new contributing programmers for the project and working on battle mode.&lt;br /&gt;
&lt;br /&gt;
I consider myself a pretty serious strategy/RPG gamer, though I haven't been playing as many games as I'd like lately.  I play single-player games almost exclusively.  I like games that challenge me; great gameplay is always the important factor, but a fantasy game needs a great story to be a true classic.  I first learned of Wesnoth from a friend, a little over a year ago.  I play single-player campaigns and have not tried multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
I am a native English speaker.  I am an effective communicator and have taken academic writing classes through college.  I do my best to help anyone who has questions or problems.  I am very patient, and I should be able to interact with players easily.  Whenever possible, I give constructive advice.  I do not give negative or demeaning feedback.  I am always willing to listen to advice and constructive criticisms.  I am able to recognize when a criticism is accurate and useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
I chose the scenario editor project from the list.  I chose this project because I would like to create an editor that is more usable and flexible than the out-of-date campgen, and one that will ultimately be more powerful.&lt;br /&gt;
&lt;br /&gt;
During the summer, I expect to build an editor that can produce playable scenarios to be used in full campaigns.  The editor will be flexible enough to, at some point, include additional features such as importing scenarios from WML.  Additional tools can be developed for unit modification and any other possible campaign considerations; this will not be in the scope of my summer project.&lt;br /&gt;
&lt;br /&gt;
The editor will be written in C++.  This is my most proficient language, and it allows better integration with other aspects of Wesnoth.  (For one thing, map-viewing code could potentially be re-used.)  The editor will use Wesnoth's own GUI toolkit, which Mordante is currently developing.  This will help to give the editor a united feel with the game itself.&lt;br /&gt;
&lt;br /&gt;
I believe this project will help me to improve my practical software development abilities while doing something I enjoy.  I fully intend to continue improving the editor, and possibly contributing to other areas of Wesnoth, once the SoC period is complete.&lt;br /&gt;
&lt;br /&gt;
==Practical considerations==&lt;br /&gt;
I am very familiar with SVN, mainly from my work on Allacrost.  Also, I have been using C++ for about six years.  Though I have no experience with Python, I am confident in my ability to learn programming languages quickly when needed.&lt;br /&gt;
&lt;br /&gt;
As a Linux user, my work is mostly done on KDE development tools such as KWrite and KDevelop.  I believe these are the most easily usable and visually appealing tools available for Linux.  I am fluent in C++, Java, and C, with a working knowledge in Lua and a few others.  Unfortunately, I am also fluent in BASIC, though I haven't touched it in years.&lt;br /&gt;
&lt;br /&gt;
My only fluent language is English.  My knowledge of Spanish is passable at best.  Generally, I am awake from 14:00 to 6:00 UTC.  I am able to talk over the phone; haven't really done anything with VOIP before.&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24269</id>
		<title>RujasuScenarioEditor</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=RujasuScenarioEditor&amp;diff=24269"/>
		<updated>2008-03-22T07:02:34Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: New page: ==Basics== 	My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambit...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Basics==&lt;br /&gt;
	My name is Jacob Rudolph.  I'm twenty years old and currently reside in Pennsylvania.  I'm hoping for a career in software development, though I have not decided my exact ambitions yet.  My hobbies include acting, and, well, open source game development.&lt;br /&gt;
&lt;br /&gt;
	Email: rujasu@yahoo.com&lt;br /&gt;
&lt;br /&gt;
	My nick is &amp;quot;rujasu&amp;quot; on IRC and forums.  Generally, if you see &amp;quot;rujasu,&amp;quot; it's probably me.&lt;br /&gt;
&lt;br /&gt;
	I am hoping that Summer of Code will give me enough income to dedicate more of my time to working on one of my favorite open source games, and less time working at a job that may not relate to my ultimate career path.&lt;br /&gt;
&lt;br /&gt;
	I'm a junior (third-year) undergraduate student at York College of Pennsylvania, majoring in Computer Science.  I've taken nearly every programming-related course possible.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
	I have been a developer for Hero of Allacrost (www.allacrost.org) for about a year now, and was recently named lead of the programming team.  Hero of Allacrost is an open source project for a single player RPG with 2D graphics; it draws inspiration from games such as Final Fantasy and Chrono Trigger.  This would be my first Summer of Code experience.&lt;br /&gt;
&lt;br /&gt;
	I believe in using a general agile development model.  It is clear that the waterfall model does not work in open source development.  Documentation is important, but more important is producing readable and flexible code.   Creating full prototypes is unnecessary for this project, but it will be helpful to create some interface mockups.  For this project, the best method of testing is having people try using the software; I don't feel that automated testing will be useful for this project.&lt;br /&gt;
&lt;br /&gt;
	For the Allacrost project, I have worked on bugfixing and extending the functionality of the game's shopping and game menu interfaces.  I have also contributed ideas, tested for bugs, and worked with scripting in Lua.  More recently, I have been mentoring new contributing programmers for the project and working on battle mode.&lt;br /&gt;
&lt;br /&gt;
	I consider myself a pretty serious strategy/RPG gamer, though I haven't been playing as many games as I'd like lately.  I play single-player games almost exclusively.  I like games that challenge me; great gameplay is always the important factor, but a fantasy game needs a great story to be a true classic.  I first learned of Wesnoth from a friend, a little over a year ago.  I play single-player campaigns and have not tried multiplayer.&lt;br /&gt;
&lt;br /&gt;
==Communication skills==&lt;br /&gt;
	I am a native English speaker.  I am an effective communicator and have taken academic writing classes through college.  I do my best to help anyone who has questions or problems.  I am very patient, and I should be able to interact with players easily.  Whenever possible, I give constructive advice.  I do not give negative or demeaning feedback.  I am always willing to listen to advice and constructive criticisms.  I am able to recognize when a criticism is accurate and useful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Project==&lt;br /&gt;
        I chose the scenario editor project from the list.  I chose this project because I would like to create an editor that is more usable and flexible than the out-of-date campgen, and one that will ultimately be more powerful.&lt;br /&gt;
&lt;br /&gt;
	During the summer, I expect to build an editor that can produce playable scenarios to be used in full campaigns.  The editor will be flexible enough to, at some point, include additional features such as importing scenarios from WML.  Additional tools can be developed for unit modification and any other possible campaign considerations; this will not be in the scope of my summer project.&lt;br /&gt;
&lt;br /&gt;
	The editor will be written in C++.  This is my most proficient language, and it allows better integration with other aspects of Wesnoth.  (For one thing, map-viewing code could potentially be re-used.)  The editor will use Wesnoth's own GUI toolkit, which Mordante is currently developing.  This will help to give the editor a united feel with the game itself.&lt;br /&gt;
&lt;br /&gt;
	I believe this project will help me to improve my practical software development abilities while doing something I enjoy.  I fully intend to continue improving the editor, and possibly contributing to other areas of Wesnoth, once the SoC period is complete.&lt;br /&gt;
&lt;br /&gt;
==Practical considerations==&lt;br /&gt;
        I am very familiar with SVN, mainly from my work on Allacrost.  Also, I have been using C++ for about six years.  Though I have no experience with Python, I am confident in my ability to learn programming languages quickly when needed.&lt;br /&gt;
&lt;br /&gt;
        As a Linux user, my work is mostly done on KDE development tools such as KWrite and KDevelop.  I believe these are the most easily usable and visually appealing tools available for Linux.  I am fluent in C++, Java, and C, with a working knowledge in Lua and a few others.  Unfortunately, I am also fluent in BASIC, though I haven't touched it in years.&lt;br /&gt;
&lt;br /&gt;
	My only fluent language is English.  My knowledge of Spanish is passable at best.  Generally, I am awake from 14:00 to 6:00 UTC.  I am able to talk over the phone; haven't really done anything with VOIP before.&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24083</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=24083"/>
		<updated>2008-03-21T03:24:34Z</updated>

		<summary type="html">&lt;p&gt;Rujasu: Updated Debug Mode todo list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since bugs are sometimes a good opportunity to get a first idea of the code, i will add some here that are easy to fix as soon as i stumble upon them (the one i had in mind is fixed already ;-).&lt;br /&gt;
&lt;br /&gt;
--Yogi Bear, 28 February 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960])&lt;br /&gt;
=== Recall Event ===&lt;br /&gt;
WML event trigger for recalling (the current one triggers on both recalls and recruits) ([http://gna.org/bugs/index.php?3622 FR #3622]) (please read the comments of the report for a proper description of how this should work)&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML key victory_when_enemies_defeated= in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
=== Other Ideas ===&lt;br /&gt;
See [[FutureWML]]; some ideas there are easier than others.&lt;br /&gt;
== Improvements to FormulaAI ==&lt;br /&gt;
&lt;br /&gt;
Add new formula functions, or minor improvements to the formula language. Make it easier to debug the formula language.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
Note at the moment Mordante is working on a new GUI system, these &lt;br /&gt;
changes will probably affect the way these items need to be implemented.&lt;br /&gt;
Contact Mordante on IRC before starting to work on these.&lt;br /&gt;
  &lt;br /&gt;
--[[User:SkeletonCrew|SkeletonCrew]] 14:04, 9 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..), seek Sapient for more info and tips&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
ACardboardRobot 2/2/07&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting additional status.variables, possibly terrain)&lt;br /&gt;
&lt;br /&gt;
=== Additional Commandline Options ===&lt;br /&gt;
&lt;br /&gt;
It would be nice if one could start Wesnoth from commandline specifying whether one wants to connect to a mp-server, load the last savegame or wants to start a campaign. More detailed information and examples are given in the [http://www.wesnoth.org/forum/viewtopic.php?f=12&amp;amp;t=20243 idea forum].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
[[NotSoEasyCoding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Future]]&lt;/div&gt;</summary>
		<author><name>Rujasu</name></author>
		
	</entry>
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