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
Of course that makes this person’s skill all the more impressive.
That it doesn't get him instant hired is the sad part, what are we coming to.
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.
Unlimited token-based usage of Claude Code is not in the budget for many students and employees.
At the same time, companies are demanding experience with these tools.
This is stratifying the industry. I have many talented classmates that can only use free GitHub Copilot.
As a result, they'll be more likely to get low-paying jobs that don't provide access to top-tier AI tools and the effect will compound.
It's not like normal tech where I can just put in sweat equity to learning open-source tools like K8s and end up at Google. If my workplace isn't paying for tokens, I'm cooked.
> 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.
Edit: Now that I think about it, most turn-based games have this mechanic. It's almost an idiomatic balance/design decision in gaming.
Compare to Dota where support heroes have acquired more and more opportunities for assist gold/XP, it does in some sense make the game "easier" for the support players, but then the game is harder in other ways because now the supports are all way more farmed and dangerous than in older versions. It's the difference between controlling an army of many units and having to manage them all, versus controlling one unit and needing to work together within a team.
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.
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.")
- Supertux2, it got recently revamped, the quality skyrocketed. Much better controls and artwork.
- Supetux Advance, this is really great too.
- Retux (More Wariolike than Mario)
- Nethack/Slashem. A Roguelike more bound to interaction/exploration/mechanics than combat, but Slashem makes combat crazy with the Doppleganger Monk, which is basically a Shonen Manga, the role. (Dragon Ball/Naruto depending on your age).
- DCSS. Basically, not Nethack/Slashem, much more combat oriented than the Slashem combinatorics playing with the Monk a la Jackie Chan, this is more like an ARPG made a Rogue.
- Frotz/Lectrote/Winfrotz/whatver Z Machine interpreter and "All Things Devour". Spiritwrak, too. Great libre text adventures and still enganing because of weird mechanics.
- Frozen Bubble
- OpenArena.
- FreeDoom, better compiled with Deutex on daily builds.
- FreeCiv.
- OpenTTD today can be standalone enough.
- Frozen Bubble
- Minetest+tons of subgames such as Glitch, Nodecore...
- OOlite
- Speed Dreams. If the controls are hard, try the arcade mode. If the controls are still hard, get SupertuxKart, pick some real life car from the addons and get all the SD tracks from the inline downloader, they are several.
My lizard is the lizard of website: https://rainwarrior.ca/lizard/
My lizard is the lizard of source: https://github.com/bbbradsmith/lizard_src_demo/
Just like its cousing OpenTTD which is a reimplementation of Chris Sawyer's Transport Tycoon.
My first reaction was exactly that; I can't believe it's free!
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.
I only wish they added more campaigns into the official lore.
I personally never did multiplayer but last I checked the multiplayer community was pretty healthy.
Thanks for that.
If that sounds at all interesting, I suggest giving it a shot.