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{{Navigation for Marauroa Top|General}} |
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{{Navigation for Marauroa General}} |
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= History of Arianne = |
= History of Arianne = |
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Arianne is a project with a huge story behind it. |
Arianne is a project with a huge story behind it. |
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== The begining == |
== The begining == |
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It all began when Miguel read a post on Linuxgames forum about "What I'd like to see in an RPG". Miguel saw the post and said, 'heh, there is not a single RPG for Linux, it would be nice to create one'. Of course, at the time Miguel didn't know about great games such as: Nethack, Crossfire or Altima. |
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So on July 27, 1999 someone posted what they would have like to have seen in such a game: |
So on July 27, 1999 someone posted what they would have like to have seen in such a game: |
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<pre> |
<pre> |
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The coding of the game has begun. Project Arianne has just started. |
The coding of the game has begun. Project Arianne has just started. |
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Visit the page http://members.xoom.com/arianne_rpg/ . |
Visit the page <nowiki>http://members.xoom.com/arianne_rpg/</nowiki> . |
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The page is in Spanish if enough people ask for it i will post an |
The page is in Spanish if enough people ask for it i will post an |
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alternative version in English. |
alternative version in English. |
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<pre> |
<pre> |
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What is Arianne? |
What is Arianne? |
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Arianne is an RPG |
Arianne is an RPG project that will have the next set of features: |
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* Infinite World |
* Infinite World |
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* Online gameplay |
* Online gameplay |
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The first webpage of this new era featured a much more interesting webpage |
The first webpage of this new era featured a much more interesting webpage |
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[[Image: |
[[Image:webpage_1999.jpg]] |
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And the very first version of Arianne: a 2D Client. |
And the very first version of Arianne: a 2D Client. |
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[[Image: |
[[Image:screenshot_1999.jpg]] |
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During that year, Arianne evolved anarchily and fast to a small working offline game where the player was able to move around a piece of terrain of around the size of 3 screens. The great achievement at this stage was the portability, as the game was runable on Windows, Linux and BeOS thanks to SDL which at that period an awesome 0.10 version |
During that year, Arianne evolved anarchily and fast to a small working offline game where the player was able to move around a piece of terrain of around the size of 3 screens. The great achievement at this stage was the portability, as the game was runable on Windows, Linux and BeOS thanks to SDL which at that period an awesome 0.10 version |
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== Year 2000 == |
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In the year 2000, Arianne reached version 0.3.0 and that was the first version to feature a real client-server framework. Everything was pretty hardcoded and was extremly difficult to either add new features or fix existing ones, however the framework was kept that way up to version 0.3.9 |
In the year 2000, Arianne reached version 0.3.0 and that was the first version to feature a real client-server framework. Everything was pretty hardcoded and was extremly difficult to either add new features or fix existing ones, however the framework was kept that way up to version 0.3.9 |
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[ |
[[Image:screenshot_2000.jpg]] |
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Also a BeOS version was released and hence Arianne was one of the first BeOS open source games. |
Also a BeOS version was released and hence Arianne was one of the first BeOS open source games. |
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[ |
[[Image:screenshot_2000_BeOS.jpg]] |
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Around this time the website was rebuilt using Midgard, a strange content management system, but the result was a really clear and nice website. |
Around this time the website was rebuilt using Midgard, a strange content management system, but the result was a really clear and nice website. |
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[[Image:webpage_2000.jpg]] |
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The real |
The real achievements of this release was the creation of a nice core of developers, of whom I think the most relevant were Ulrich Eckhardt, Masahiro Minami and Dan Brown, and the fact that the client was running on Linux, Windows, BeOS and MacOS. The base still had the problem of being very hardcoded and the source was really, really badly written so we did what has been a constant in Arianne: to completely recode it, saving only the knowledge gained from our mistakes. |
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This was one of the greatest things about the Arianne project; we always knew we could do better. Hence we started to code it again from scratch, which unfortunately halted the project for around 6 months during which |
This was one of the greatest things about the Arianne project; we always knew we could do better. Hence we started to code it again from scratch, which unfortunately halted the project for around 6 months during which there was no significant progress. |
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The project |
The project numbering was changed from the expected 0.4.0 version to 1.0.0 alpha 1. |
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The whole Arianne project was |
The whole Arianne project was extremely well documented, everything, from specification to design, was written down on webpages and made available to everyone. These design docs (ignoring big changes in the implementation) are still valid. |
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Miguel successfully managed to coordinate about 30 people and to make a standard image of the project, thus everything looked like part of a common project... of Arianne. |
Miguel successfully managed to coordinate about 30 people and to make a standard image of the project, thus everything looked like part of a common project... of Arianne. |
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== Year 2001 == |
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2001 was the year of Arianne. Many new and interesting people joined the project. However, unfortunately a new type of contributor appeared: the camper. These |
2001 was the year of Arianne. Many new and interesting people joined the project. However, unfortunately a new type of contributor appeared: the camper. These were people that joined the project, asked for tasks and vanished after that. It was a pity because they delayed the project a lot and made it much harder to keep adding new features. |
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The first version of the alpha 1 releases where released under the name Pandora. |
The first version of the alpha 1 releases where released under the name Pandora. |
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[[Image:webpage_2001.jpg]] |
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[ |
[[Image:screenshot_2001_MacOS.jpg]] |
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This version featured a basic server-client framework, that was easy to debug and expand, and that would create a base for the next project steps. This year also featured two more releases of tech previews of Galadriel which was the 1.2 version of Arianne. We started to add features such as a database backend, and a secure login procedure |
This version featured a basic server-client framework, that was easy to debug and expand, and that would create a base for the next project steps. This year also featured two more releases of tech previews of Galadriel which was the 1.2 version of Arianne. We started to add features such as a database backend, and a secure login procedure |
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== Year 2002 == |
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In the year 2002 Arianne released a major version, named Galadriel, that added a python RP system, a database backend for accounts, a XML storage for the world and a small 2D client using Kyra, a sprite engine for SDL. |
In the year 2002 Arianne released a major version, named Galadriel, that added a python RP system, a database backend for accounts, a XML storage for the world and a small 2D client using Kyra, a sprite engine for SDL. |
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[[Image:screenshot_2002.jpg]] |
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The website was created again, this time using PHPNuke. (trust me, you don't want to run PHPNuke!). Olivier Milla and Djagg worked really hard on the website to make it unique and different, and they did a real good job. |
The website was created again, this time using PHPNuke. (trust me, you don't want to run PHPNuke!). Olivier Milla and Djagg worked really hard on the website to make it unique and different, and they did a real good job. |
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''Image of website in 2002'' |
''Image of website in 2002'' (Anyone has it?) |
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The progress on the project was awesome eventhough some of the core developers dropped out. Many great contributors joined of whom I can point out Skyflash and Brian Rowe. The project was number 1 on Sourceforge for around 1 month during July, 2002. That means very hard work. |
The progress on the project was awesome eventhough some of the core developers dropped out. Many great contributors joined of whom I can point out Skyflash and Brian Rowe. The project was number 1 on Sourceforge for around 1 month during July, 2002. That means very hard work. |
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But then problem arose. The code was not as clean and nice as Miguel though it should be, and he suggested a re-code of the project. However some developers disagreed. This coupled with the fact that Miguel seemed to be the only truly active worker, (he was writting the code, the web pages, doing the PR, managing the project and just about everything else!) led to the inevitable result of a burn out and the project was declared dead around Sep, 24. |
But then problem arose. The code was not as clean and nice as Miguel though it should be, and he suggested a re-code of the project. However some developers disagreed. This coupled with the fact that Miguel seemed to be the only truly active worker, (he was writting the code, the web pages, doing the PR, managing the project and just about everything else!) led to the inevitable result of a burn out and the project was declared dead around Sep, 24. |
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<pre> |
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Arianne is dead. |
Arianne is dead. |
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This project is really exhausted and IMO it can"t continue anymore |
This project is really exhausted and IMO it can"t continue anymore |
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on the actualy structure. There are 27 developers on Sourceforge |
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and only steve has been working lately with PHP of developers site |
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and Skyflash with changing the sites content. |
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So 24 of those 27 persons are doing NOTHING. |
So 24 of those 27 persons are doing NOTHING. |
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And well, things are even worse if you take a look to the developers site. |
And well, things are even worse if you take a look to the developers site. |
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There are several people joined... around 20, I have dedicated several |
There are several people joined... around 20, I have dedicated several |
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hours of my personal time to create tasks and fill them with good |
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descriptions so that people can take them and just look what is the |
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reply... Only steve has used it. |
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None of the GFX people has joined the site. |
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Well, and about mailing lists... more of the same... I have do a CALL |
Well, and about mailing lists... more of the same... I have do a CALL |
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for people to know what everyone is doing here... and the reply has been |
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nothing: None has had time to write a few lines explaining what they are doing. |
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Project code needs a total clearing... I am writting test cases for |
Project code needs a total clearing... I am writting test cases for |
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Arianne and it has found to be really instable on the Connection and |
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Thread related things, so the only way to continue is to clear it or recode it. |
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If someone offers to take the leadership of Arianne I will transfer him |
If someone offers to take the leadership of Arianne I will transfer him |
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all the keycodes and all the rights over the code that I have written, |
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so that he can continue Arianne as s/he thinks it is better, even |
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changing the license. |
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If none offers to take it, I will meditate about either shutting down it, |
If none offers to take it, I will meditate about either shutting down it, |
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or clearing ALL and start again from the begin of the begin in a new way |
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no developers, no website, no teams, no tasks, no contributions, no ideas. |
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One of the biggest errors of Arianne has been to be too open, we have |
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One of the biggest errors of Arianne has been to be too open, we have accepted on the team people that is not really to take the task, we have accepted tons of ideas that are really impossible to be done, I have failed to motivate and coordinate this group of people into working on it. Also I have written a huge ammount of documetation, several of you will say that docs are a shit ( like Uli did ) but again, none has written a better one, what Uli wrote was only a email long documentation in a very technical language that hardly can help a newbie to understand it. I have created, used and recommended sourceforge trackers but little people has really used it. |
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accepted on the team people that is not really to take the task, we have |
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accepted tons of ideas that are really impossible to be done, I have failed |
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to motivate and coordinate this group of people into working on it. Also I |
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have written a huge ammount of documetation, several of you will say that |
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docs are a shit ( like Uli did ) but again, none has written a better one, |
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what Uli wrote was only a email long documentation in a very technical |
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language that hardly can help a newbie to understand it. I have created, |
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used and recommended sourceforge trackers but little people has really used it. |
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I have tried to do an schedule of the project but people has not contributed |
I have tried to do an schedule of the project but people has not contributed |
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a single line to inform me of what they are doing. |
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You don |
You don't document anything... nor decisions, nor code. |
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Personally, I still have the same motivation to create a MMOG as before |
Personally, I still have the same motivation to create a MMOG as before |
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starting to work on Arianne, so I will for sure retry it, either on Arianne |
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or by my own with the experience that I have get on Ariane. |
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Anyway, I really want to thank you all the 3 years of Arianne, I have meet |
Anyway, I really want to thank you all the 3 years of Arianne, I have meet |
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real good friends, I have had great times and I have felt the proud of |
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being an open source developer, I also have felt the sadness of getting |
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only bad words of what you do, from inside and outside, I have also |
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understand that people always talk more than they can do. Anyway, Thanks to all. |
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Regards, |
Regards, |
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Miguel |
Miguel |
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</pre> |
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Now that I re-read the letter, I see that I was really burnt out! :-D |
Now that I re-read the letter, I see that I was really burnt out! :-D |
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After that Skyflash took the leadership and using the base work of both Euan's period and the previous years he started to work on a new version that featured a 3D client using plib. |
After that Skyflash took the leadership and using the base work of both Euan's period and the previous years he started to work on a new version that featured a 3D client using plib. |
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== Year 2003 == |
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In the year 2003, the project started to move again and without dropping the old code Skyflash managed to fix bugs and add new features, as a 3D client that allowed players to move, fight and cast magic. This version of Arianne featured a Lua scripting engine that made everything very interesting. This version was called Naxos thus starting a new version naming scheme. |
In the year 2003, the project started to move again and without dropping the old code Skyflash managed to fix bugs and add new features, as a 3D client that allowed players to move, fight and cast magic. This version of Arianne featured a Lua scripting engine that made everything very interesting. This version was called Naxos thus starting a new version naming scheme. |
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[ |
[[Image:screenshot_2003.jpg]] |
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''Image of |
''Image of 3D Client in 2003'' |
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The progress of the project was totally in Skyflash's hands, and he did a great job, but he had to move back to his home on Sep, 2003 and he requested someone to take over the project for at least 6 months to a year. |
The progress of the project was totally in Skyflash's hands, and he did a great job, but he had to move back to his home on Sep, 2003 and he requested someone to take over the project for at least 6 months to a year. |
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Since I had Marauroa in a stable status, and I was really amazed of how stable Java was, I suggested to use Marauroa as Arianne's server. And as there was no better idea, it was integrated. |
Since I had Marauroa in a stable status, and I was really amazed of how stable Java was, I suggested to use Marauroa as Arianne's server. And as there was no better idea, it was integrated. |
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== Year 2004 == |
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In 2004, Marauroa joined Arianne as a single project. We redefined Arianne's goals so that now Arianne is a framework to create online multiplayer games, and Marauroa is the content management system of Arianne framework. Marauroa now features a fully scriptable RP engine using Python. |
In 2004, Marauroa joined Arianne as a single project. We redefined Arianne's goals so that now Arianne is a framework to create online multiplayer games, and Marauroa is the content management system of Arianne framework. Marauroa now features a fully scriptable RP engine using Python. |
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Arianne was rewritten, but now only as a client side application able to connect to a Marauroa server. Arianne was simplified so it was extremely easy to write new games, and Python binding was added so that development of games in Python was made possible. |
Arianne was rewritten, but now only as a client side application able to connect to a Marauroa server. Arianne was simplified so it was extremely easy to write new games, and Python binding was added so that development of games in Python was made possible. |
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[ |
[[Image:screenshot_2004.jpg]] |
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''Image of Gladiators in 2004'' |
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[[Image:20040712_mapacman.jpg]] |
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''Image of mapacman in 2004'' |
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Arianne heads now to begin a great framework for developing games. At the time of writting there are three games using the system in its alpha stage. |
Arianne heads now to begin a great framework for developing games. At the time of writting there are three games using the system in its alpha stage. |
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On 2004 Sep, 8 Arianne |
On 2004 Sep, 8 Arianne has been 5 years old. |
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== Year 2005 == |
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In 2005, Marauroa reached the version 1.0 that implemented multizones and content streaming, making Arianne a solid and stable platform for MOG development platform. |
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We developed a new game called Stendhal, that was similar to in concept to [http://worldforge.org Worldforge]'s Acorn but using old SNES like graphics.<br> |
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Stendhal pushed Arianne engine exigencies to a new level of quality. |
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[[Image:example.jpg]]<br> |
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<small>''<b>Figure</b>: Example of stendhal in 2005''</small> |
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== Year 2006 == |
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Marauroa was refactored to achieve more abstraction and was added a new persistence layer, making it a pro choosal for developing small online games. |
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[[Stendhal]] kept evolving and featured a big play area with thousands of creatures interacting with players. |
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== Year 2007 == |
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[[Image:Stendhal074.png|Stendhal]] |
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Marauroa was refactored to meet the requirements of an online roleplaying game like Stendhal better. |
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== Year 2009 == |
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Marauroa now supports multi threaded database access using [[High Level Database Access|Data Access Objects]] and can now dynamically instantiate and destroy copies of zones to allow instantiated dungeons. |
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== Year 2010 == |
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Development of Stendhal is going forward quickly. There is now a NPCs for trading between players and the sound system was completely rewritten, allowing much finer control and background music. |
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See the [[Review Of 2010]]. |
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[[Category:Marauroa]] |
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{{#breadcrumbs: [[Marauroa]] | [[Marauroa|Overview]] | [[History]] }} |
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