He's been a developer on Wesnoth since 2012 but only graduated university in 2024. Unfortunately, it's been an absolutely brutal market for new graduates. Even if you're a maintainer on one of the most popular OSS C++ projects on GitHub.
I can't recommend him enough.
edit: LinkedIn https://www.linkedin.com/in/charles-dang-10994b1b4
Furthermore, more and more companies are looking for "professional" devs using AI tools such as Claude Code. By "professional" I mean proficient in using those AI tools, not actual knowledge. And they don't even specify this in the job offer and you learn this during the interview.
That it doesn't get him instant hired is the sad part, what are we coming to.
Thank you for your work on Wesnoth, I spent many hours playing back in the day. There's also a good android port.
So, uh, I'm now one of the leads of Frogatto and boy howdy could I use a job too after a recent mass staff reduction at my day job.
> 7. Healing/leadership should give experience
> It is felt that allowing units to gain experience without risk would make leveling-up of such units inevitable. Further, one of the motivating examples of this is so that units such as shaman can have a hope to level up in multiplayer. It is pointed out that if the experience gains were high enough to allow shaman to level up in a single multiplayer game, then it would be trivial to gain the best type of healing unit in a campaign very quickly.
https://forums.wesnoth.org/viewtopic.php?f=12&t=34904#w0fpi7 (2011)
> I know you can kinda cheese it by reducing a monster to 1-2 HP
In practice, I've found it difficult to get monsters to 1-2 HP since it often means not using your most powerful attacks. On harder difficulties I usually can't afford the opportunity cost.
If that's your jam then there's also a (non-open-source) "Hero's Hour" which tickles the old Heroes of Might and Magic stylings, works reasonably well on Xbox, where I've been doing most of my gaming lately.
As far as Open Source gaming success stories, I'd put this up there in the Top 5 for "Original IP and Concept" (if that makes sense). Just a stellar labor of love, worth giving it a shot to play!
(Subjective interpretation, but something like, "I couldn't believe it's free, I would have paid for it anyway.")
In the meantime so many other favorite games have disappeared or become obsolete.
There's no absolute reason great games can't be as immortal as chess. Maybe Wesnoth can be.
The best part is being able to pin locations on the map for your teammates, so we were able to plot the adventures and battlegrounds of a goated unit by naming the pins "Ronant's Triumph," "Ronant's Revenge," "Ronant's Folly," and ultimately "Ronant's Last Stand." Great times with a few beers and the lads.
RIP Ronant, Wesnoth will never see another hero of your like again.
I only wish they added more campaigns into the official lore.
I'm not sure how I'd balance the game. You want the feeling of progression, but its too "slippery", the game gets easier if the player feeds their units and lets them grow. But it feels like the player could get "trapped" if they had unfortunate or unlucky losses at the incorrect time.
On the other hand, I always thought the "single map" or "scenario maps" of Wesnoth were excellent. I mean, I like the campaigns its just... tough to figure out the proper design scope there.
I would love to see a Nintendo Switch port of this game, if anyone is interested in making one!
Oh, and I'd really like them to be in the original style of Heir to the Throne. I'm a sucker for the old anime style of 1.10.
Thanks for that.
My first distro was a live cd with Knoppix.
It had this game, I played so much. This, and Kobo deluxe.
So many good memories