Difference between revisions of "User:Ott"
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== Articles == | == Articles == | ||
Some of my writing about the game may be worth reading: | Some of my writing about the game may be worth reading: | ||
− | * [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage] | + | * [http://www.wesnoth.org/forum/viewtopic.php?p=91620#91620 Distribution of damage] details the problems with the old damage model, culminating in [http://www.wesnoth.org/forum/viewtopic.php?t=4240 The RATE damage model] (with resistances at the end) used in the game since 0.8.10. |
− | * [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill] | + | * [http://www.wesnoth.org/forum/viewtopic.php?t=5867 Calculating %-to-kill] and a [http://www.wesnoth.org/forum/viewtopic.php?t=8273 %-to-kill] consider how to calculate the probability that units in a skirmish kill each other (or survive) -- a nontrivial problem! |
− | * [http://www.wesnoth.org/forum/viewtopic.php?p=78398#78398 Overview of postings about in-game random number generation] | + | * [http://www.wesnoth.org/forum/viewtopic.php?p=78398#78398 Overview of postings about in-game random number generation] gives an overview of this frequently discussed issue. See also another [https://gna.org/bugs/?func=detailitem&item_id=4664#comment1 short note] related to this. |
− | + | * [http://www.wesnoth.org/forum/viewtopic.php?p=53968#53968 Analysing anomalies in game statistics] culminated in discovering some bugs with the statistics in the game, and a script to analyse statistics for anomalies. | |
− | * [http://www.wesnoth.org/forum/viewtopic.php? | + | * Rant about [http://www.wesnoth.org/forum/viewtopic.php?p=113959#113959 slow] being too complex, and an [http://www.wesnoth.org/forum/viewtopic.php?p=115789#115789 alternative proposal for slow] is still being discussed. |
− | * | ||
* [[Status of User Scenarios]] | * [[Status of User Scenarios]] | ||
+ | * [http://www.wesnoth.org/forum/viewtopic.php?p=117192#117192 Programming challenge: healing algorithm] and [http://www.wesnoth.org/forum/viewtopic.php?p=117761#117761 part 2] discuss the flaws in the current healing algorithm and identify the kernel of the problem that needs to be solved to improve it. | ||
== Future Plans == | == Future Plans == |
Revision as of 11:15, 3 December 2005
My main work on Battle for Wesnoth has been bug fixing, documentation, translation and tweaking numerical calculations. I spent a lot of time in the year leading up to the release of 1.0 doing janitorial work, including maintaining the bug database and changelog, tracking down and fixing out of sync and other code errors, subediting game text, and improving game help.
Articles
Some of my writing about the game may be worth reading:
- Distribution of damage details the problems with the old damage model, culminating in The RATE damage model (with resistances at the end) used in the game since 0.8.10.
- Calculating %-to-kill and a %-to-kill consider how to calculate the probability that units in a skirmish kill each other (or survive) -- a nontrivial problem!
- Overview of postings about in-game random number generation gives an overview of this frequently discussed issue. See also another short note related to this.
- Analysing anomalies in game statistics culminated in discovering some bugs with the statistics in the game, and a script to analyse statistics for anomalies.
- Rant about slow being too complex, and an alternative proposal for slow is still being discussed.
- Status of User Scenarios
- Programming challenge: healing algorithm and part 2 discuss the flaws in the current healing algorithm and identify the kernel of the problem that needs to be solved to improve it.
Future Plans
Some of the things I am hoping to work on:
- an efficient way to calculate or estimate the probability of killing another unit in a skirmish, so it can be used by the AI,
- fixing some long-standing but irritating problems (especially related to the user interface),
- a campaign focused on strategy and small maps rather than roleplaying,
- removing the dependency on FreeSans so we can move to DejaVu completely (by fixing SDL_ttf's broken code to calculate line spacing),
- stamping out any further causes of out of sync errors, and
- tidying up the build system.
== See Also == ott's forum profile