The Battle for Wesnoth is a free, turn-based tactical strategy game with a high fantasy theme, featuring both single-player, and online/hotseat multiplayer combat. Fight a desperate battle to reclaim the throne of Wesnoth, or take hand in any number of other adventures...
The game's general philosophy (both for gameplay and coding) emphases simplicity. The core rules are meant to be easily learned but also provide interesting gameplay and diverse strategies. Strength of the project is reflected in application of Wesnoth Markup Language (WML), which provides a simple language to easily customize scenarios. It has created a significant modding community that has generated a considerable amount of user content.
The first stable release (1.0) was on October 2 2005, with the latest stable release (1.6) announced on Sunday, March 22. According to Ohloh, a site that collects activity statistics on open-source projects, the Wesnoth development effort is in the top 2% of largest and most active projects.
Wesnoth has grown substantially and is considered one of the largest open source games around.
Wesnoth's most notable features include;
For those that want to check out the work our students have done, you have two options. either you can check the sample code committed by our students that was directly handed over to google, or you can just fetch a complete checkout of our svn repository. You will find most work in trunk, though the work on the stats webpages is in "website/stats.wesnoth.org/". A short wrapup report with summaries about all successfull projects is available in the Wesnoth forums.
These projects have been accepted into Battle for Wesnoth. You can learn more about each project by visiting the links below.
| Student | Title | Mentor | Status |
|---|---|---|---|
Further developing of the formula AI language |
David White |
accepted |
|
Savegame Reorganization in "Battle for Wesnoth" |
joerg hinrichs |
accepted |
|
Implement campaign statistics reports on stats.wesnoth.org |
Daniel Franke |
accepted |
|
Multiplayer improvements |
Mark de Wever |
accepted |
|
[Crab] AI - refactoring, increasing capabilities |
Jeremy Rosen |
accepted |