Difference between revisions of "Project"

From The Battle for Wesnoth Wiki
m (Reverted edit of Komisarz, changed back to last version by Ivanovic)
m (Attribution update)
(44 intermediate revisions by 23 users not shown)
Line 1: Line 1:
The Battle for Wesnoth is a [http://gna.org/projects/wesnoth/ Gna! project]. See also the [http://freshmeat.net/projects/wesnoth/ project] and [http://freshmeat.net/project-stats/view/38720/ stats] at [http://www.freshmeat.net/ freshmeat].
+
{| style="float:right"
 +
| __TOC__
 +
|}
 +
<i>The Battle for Wesnoth</i> is an [https://opensource.org/faq#osd open source] software project hosted on [https://github.com/wesnoth GitHub], created and maintained by an [[Credits|international team of volunteers]] from diverse backgrounds. Conceived in 2003 by David White, <i>Wesnoth</i> has caught the interest of a multitude of fans who have since contributed to different aspects of the game such as engine coding, content creation, art and music development, translation, packaging, testing, and community management.
 +
 
 +
The current project manager is Charles Dang (vultraz), who in addition to handling Wesnoth's release process also coordinates the development team's decision-making process and the project's social media presence. Past project managers include Iris Morelle (shadowm), Nils Kneuper (Ivanovic) and Isaac Clerencia (isaac).
 +
 
 +
The Wesnoth.org website, primary multiplayer server, and add-ons server facilities are managed by a few members of the project who staff the game's backend infrastructure.
 +
 
 +
Funding for infrastructure and art and music commissions is provided by Wesnoth, Inc., a US-based company which manages revenue geneated by the official iOS version of the game on the Apple app store. While Wesnoth, Inc. financially supports the project, it does not have any involvement in its organization and direction. The current board of directors consists of David White (Dave), Charles Dang (vultraz), Richard Kettering (Jetrel), and doofus-01.
 +
 
 +
== Content Creators ==
 +
 
 +
Wesnoth's great replay value mainly stems from the great abundance of custom-made content developed by our talented community. It only takes a copy of the game, a text editor, creativity, and patience to create your own campaign, era, or multiplayer scenario!
 +
 
 +
See [[Create]] for more information on the subject of user-made content development.
  
 
== Artists ==
 
== Artists ==
Graphic artists and musicians usually meet on the [http://www.wesnoth.org/forum/ forum].
+
 
* [http://www.wesnoth.org/forum/viewforum.php?f=9 Artwork development forum]
+
Graphic artists and musicians usually meet on the [https://forums.wesnoth.org/ Wesnoth.org forums]. While the main game is generally regarded as feature-complete, there is plenty of room for improvement in areas such as animations and sound effects. User-made content creators are also always in need of new art, music, and sounds for their own projects!
* [http://www.wesnoth.org/forum/viewforum.php?f=14 Music development forum]
+
 
 +
* [https://forums.wesnoth.org/viewforum.php?f=9 Mainline art contributions forum]
 +
* [https://forums.wesnoth.org/viewforum.php?f=18 Mainline art development forum] (restricted to established contributors)
 +
* [https://forums.wesnoth.org/viewforum.php?f=23 User-made art development forum]
 +
* [https://forums.wesnoth.org/viewforum.php?f=14 Music contributions forum]
  
 
== Developers ==
 
== Developers ==
Coders can help fixing [http://bugs.wesnoth.org bugs], adding new features...
+
 
* [[CodingStandards]]
+
The project is always eager to welcome new contributors able to help by fixing [https://bugs.wesnoth.org/ bugs], cleaning up and improving on existing code, or implementing new and exciting features!
* [[Roadmap]]
+
 
* [http://devdocs.wesnoth.org/ Documentation] - generated and uploaded two times every day (05:05 and 17:05 GMT+2).
+
* [[WesnothRepository]] — cloning and using our Git repository
 +
* [[CodingStandards]] and [[HackingWesnoth]] — information on our C++ style and coding conventions
 +
* [[PatchSubmissionGuidelines]] — instructions for submitting your code contributions
 +
* [[DeveloperGuide]] — additional information on commit messages, unit tests, etc.
 +
* [https://devdocs.wesnoth.org/ Source code documentation] generated from the game's source code using Doxygen and updated daily.
 +
* [[ReferenceWML]] — information on the Wesnoth Markup Language (WML) and the game's Lua API
 +
* [[DeveloperResources]] — additional development-related links
  
 
== Translators ==
 
== Translators ==
* [[WesnothTranslations]]
+
 
 +
In order to better reach its audience, Wesnoth needs people able to translate the game into other languages from across the globe. If you consider yourself able to help, join the translation team for your language -- or if none has been established already, follow the instructions to start your own!
 +
 
 +
* [[WesnothTranslations]] — includes a list of translation maintainers and useful links for prospective translators
 
* [http://gettext.wesnoth.org Statistics]
 
* [http://gettext.wesnoth.org Statistics]
* [[WesCamp|Translating User made Campaigns (featuring wescamp-i18n)]]
 
  
{{Home}}
+
[[Category:Development]]

Revision as of 23:08, 16 February 2018

The Battle for Wesnoth is an open source software project hosted on GitHub, created and maintained by an international team of volunteers from diverse backgrounds. Conceived in 2003 by David White, Wesnoth has caught the interest of a multitude of fans who have since contributed to different aspects of the game such as engine coding, content creation, art and music development, translation, packaging, testing, and community management.

The current project manager is Charles Dang (vultraz), who in addition to handling Wesnoth's release process also coordinates the development team's decision-making process and the project's social media presence. Past project managers include Iris Morelle (shadowm), Nils Kneuper (Ivanovic) and Isaac Clerencia (isaac).

The Wesnoth.org website, primary multiplayer server, and add-ons server facilities are managed by a few members of the project who staff the game's backend infrastructure.

Funding for infrastructure and art and music commissions is provided by Wesnoth, Inc., a US-based company which manages revenue geneated by the official iOS version of the game on the Apple app store. While Wesnoth, Inc. financially supports the project, it does not have any involvement in its organization and direction. The current board of directors consists of David White (Dave), Charles Dang (vultraz), Richard Kettering (Jetrel), and doofus-01.

Content Creators

Wesnoth's great replay value mainly stems from the great abundance of custom-made content developed by our talented community. It only takes a copy of the game, a text editor, creativity, and patience to create your own campaign, era, or multiplayer scenario!

See Create for more information on the subject of user-made content development.

Artists

Graphic artists and musicians usually meet on the Wesnoth.org forums. While the main game is generally regarded as feature-complete, there is plenty of room for improvement in areas such as animations and sound effects. User-made content creators are also always in need of new art, music, and sounds for their own projects!

Developers

The project is always eager to welcome new contributors able to help by fixing bugs, cleaning up and improving on existing code, or implementing new and exciting features!

Translators

In order to better reach its audience, Wesnoth needs people able to translate the game into other languages from across the globe. If you consider yourself able to help, join the translation team for your language -- or if none has been established already, follow the instructions to start your own!