Edit2: Changed the wiki to one at code.google.com. If you want to help, PM me in this forum or send an email to prvtpepper@gmail.com to be added as a member.
EDIT BY BALDER: We were specifically asked if this project is okay with us, so I am answering that. This project has the blessing of the Erfworld creators, as long as it stays noncommercial. If you eventually want to make it into a commercial venture (and that includes accepting ads on the game site or dev site), then you'd have to negotiate a licensing deal with us. Should we want to make it commercial, we would negotiate some kind of compensation for the principal developers. We claim no ownership of this game, but reserve all rights to our characters, designs, trademarks, and the name Erfworld. Make sure you guys are in agreement about who the principal developers are, and that those who are doing volunteering and testing understand that they're not owners of the project and will receive no compensation for their work. Lawyers ruin everything. Let's keep them out of this cool thing as long as possible. Forever, if we can.
I am calling for the development of an Erfworld video game, one which can support multiple players and versus AI.
Other than planning (feh), the first steps to do this would be:
1: Find/make a way to render units, cities, and the like on a hex grid. Multiple units per hex is preferable- if that's impossible, show the strongest unit in the stack [unled] or the leader [warlord or caster]. Perhaps we could start by looking at the Wesnoth code, which is under the GPL?
2: Develop a system to track stats and abilities for individual units, at least 400/side with 12 or more sides.
3: Create a combat system, where combats are either simplified [like Wesnoth] or interactive [like Heroes of Might & Magic, but not too like].
4: Incorporate rules for cities, popping units in the wild, et cetera.
5: Add ways for players to control units.
6: Create two-person "hot seat" gameplay, turns, and alliances.
7: Expand two-person gameplay to work over LAN, then a server. Perhaps also write AI for computer-controlled opponents?
8: Ideally, at some point far in the future, we can develop this such that one large Erfgame server can be maintained with only player-controlled sides. People who log on pop as barbarians in the wilderness, and people who log off either designate another player in their alliance as an heir or simply disband their side [as if the overlord died].
Alternatively, we could go the easy route, and simply make new units for Battle for Wesnoth that stack onto the same hexes, script the rest of the Erf mechanics, and release the Erfworld units and maps as an "Era" pack.
I'm not an excellent coder, but I'm going to put forth as much effort as I can into this if enough other people are interested to make it happen.









