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imported>Hendrik Brummermann
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<pre>
<pre>
The coding of the game has begun. Project Arianne has just started.
The coding of the game has begun. Project Arianne has just started.
Visit the page http://members.xoom.com/arianne_rpg/ .
Visit the page <nowiki>http://members.xoom.com/arianne_rpg/</nowiki> .
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
alternative version in English.
alternative version in English.
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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


http://arianne.sourceforge.net/wiki_images/webpage_1999.jpg
[[Image:webpage_1999.jpg]]


And the very first version of Arianne: a 2D Client.
And the very first version of Arianne: a 2D Client.


http://arianne.sourceforge.net/wiki_images/screenshot_1999.jpg
[[Image:screenshot_1999.jpg]]


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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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


http://arianne.sourceforge.net/wiki_images/screenshot_2000.jpg
[[Image:screenshot_2000.jpg]]


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.


http://arianne.sourceforge.net/wiki_images/screenshot_2000_BeOS.jpg
[[Image:screenshot_2000_BeOS.jpg]]


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.


http://arianne.sourceforge.net/wiki_images/webpage_2000.jpg
[[Image:webpage_2000.jpg]]


The real achivements 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: completly recode the it, saving only the knowledge gained from out mistakes.
The real achivements 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: completly recode the it, saving only the knowledge gained from out mistakes.
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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.


http://arianne.sourceforge.net/wiki_images/webpage_2001.jpg
[[Image:webpage_2001.jpg]]


http://arianne.sourceforge.net/wiki_images/screenshot_2001_MacOS.jpg
[[Image:screenshot_2001_MacOS.jpg]]


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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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.


http://arianne.sourceforge.net/wiki_images/screenshot_2002.jpg
[[Image:screenshot_2002.jpg]]


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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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.


http://arianne.sourceforge.net/wiki_images/screenshot_2003.jpg
[[Image:screenshot_2003.jpg]]


''Image of 3D Client in 2003''
''Image of 3D Client in 2003''
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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.


http://arianne.sourceforge.net/wiki_images/screenshot_2004.jpg
[[Image:screenshot_2004.jpg]]


''Image of Gladiators in 2004''
''Image of Gladiators in 2004''


http://arianne.sourceforge.net/screens/mapacman/20040712_mapacman.jpg
[[Image:20040712_mapacman.jpg]]


''Image of mapacman in 2004''
''Image of mapacman in 2004''
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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.
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.


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>
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>
Stendhal pushed Arianne engine exigencies to a new level of quality.
Stendhal pushed Arianne engine exigencies to a new level of quality.


http://arianne.sourceforge.net/screens/stendhal/example.jpg<br>
[[Image:example.jpg]]<br>
<small>''<b>Figure</b>: Example of stendhal in 2005''</small>
<small>''<b>Figure</b>: Example of stendhal in 2005''</small>


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== Year 2006 ==
== Year 2006 ==
Marauroa was refactored to achieve more abstraction and was added a new persistence layer, making it a pro choosal for developing small online games.
Marauroa was refactored to achieve more abstraction and was added a new persistence layer, making it a pro choosal for developing small online games.
[[Stendhal]] kept evolving and featured a big play area with thousands of NPC interacting with players.
[[Stendhal]] kept evolving and featured a big play area with thousands of creatures interacting with players.

[[Image:Stendhal074.png|thumb|Stendhal]] <!-- Is that from 2007 or 2008? May need an older screenshot -->


== Year 2007 ==
== Year 2007 ==