A possible long-term strategy for further growth/reuse of WF:
Interface Blender and attribedit
Make WF export scripts for Blender
Finish level editing system with Blender (paths, anything else that is needed)
Write Blender geometry and animation export scripts/WF import scripts
I guess the above could probably be reached in half a year at current
capacity. (Current date Tue Oct 8 13:38:09 GMT 2002)
At this point Blender can be used to create everything you need for
a WF level. Blender's powerful capabilities (like skinning, IK, skeletons)
allow creating animated character meshes, etc, just like the Superhero
demo.
Then the possibilities are many:
Advertise WF more in the Blender community as an alternative cross-platform game engine for which worlds can be created with Blender and attribedit. Blender has a large community of artists and aspiring game designers.
Try to integrate attribedit more into Blender
Integrate WF engine into Blender? Or make a smooth "one-button" preview possibility via python scripting which exports the level and calls the WF executable from within blender
Do various improvements to the core WF engine as listed on wiki (see Ideas, WishList, RoadMap, ToDo)