CampaignEditor

From The Battle for Wesnoth Wiki
Revision as of 00:22, 27 March 2008 by Jkiv (talk | contribs) (Features)

Me

Good day,

My name is Jon Kivinen and I'm a freshman software engineering student at Lakehead University (http://www.lakeheadu.ca/) in Thunder Bay, ON, Canada (http://en.wikipedia.org/wiki/Thunder_Bay%2C_Ontario).

I'm interested in Google Summer of Code and a big fan of Wesnoth (LAN party favourite).

I know Python well, C/C++ fairly well. I've done wxPython in the past (see http://rummy-py.sourceforge.net/ -- mind the code I did in 11th grade) but am interested in doing Qt4 work this summer.

I am jkiv on irc.freenode.net, the forum, and gna.

Campaign Editor

Interface

I picture the main interface consisting of three parts:

  • Campaign Flow Editor
  • Map
  • Action List

jkivCampaignEditor.jpg

Campaign Flow

The campaign flow pane would be a flow chart representation of the scenarios of the campaign. Scenarios can be attached to other scenarios or branches, allowing for possible conditional paths.

Map

The map shows initial character placements, etc, for actions and scenario events. This panel is complementary to the next panel.

Actions List

This panel lists actions you can add to the scenario. In a drag/drop fashion, one can drag events onto the map (or onto players on the map -- ambiguities will be handled) to associate actions -- ie, Victory -> Character, Death; Victory -> Protect, No. Turns...

I would like this to be expansible/future-safe.

Possible Features In Future

Some features that the campaign editor might include in the future may be of the following:

  • UMC server integration (package/upload)
  • class/unit editor
    • attributes, animations, etc.
  • map editor integration