Wesnoth's animation engine has evolved organically thoughout the years. Getting all the units to work together in an eye pleasing way is a tricky matter
This session will presents the wesnoth animation from a user point of view, i.e how to code an animation into wesnoth, but this will mainly be an excuse to present the specific challanges of writing a versatile animation description language in a turn based game where the user's attention is always focused on the animated unit.
Speakers: Jérémy Rosen