From: Stephen I. <Ste...@br...> - 2004-05-05 18:10:51
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content is good but confusing without any formatting or context ... the messages from the past the you have inserted seem to blend in to the text and i got lost in what was now and what was then! :) just needs a little proof reading (which i can do if you want) otherwise, cool and a really good idea, steve ps i have started work on the document page but need some more time ----- Original Message ----- From: "Miguel Angel Blanch Lardin" <mig...@ho...> To: <ari...@li...> Sent: Wednesday, May 05, 2004 6:40 PM Subject: [Arianne-general] History of Arianne: Request for comments > Hi all, > I have been writting a doc about history of Arianne, as we are heading our 5 > anniversary on September. > I would love you to read the doc please and post anything interesting that > you would like to add or to know and that I have ignored. > > Regards, > Miguel > > -- > > > History of Arianne > Arianne is a project with a huge story behind it. > All began on when Miguel read on Linuxgames about a post asking "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 Miguel > didn't know about great games as: Nethack, Crossfire or Altima. > > So on July 27, 1999 someone posted about what he would like to view as: > > Something in line with your thoughts is my concept of a sort of Sim Fantasy > game setting for an RPG. That is, a great deal of effort is done to create a > fantasy world that runs logically in a simulated sort of way, from politics > to economics to monster populations, and then let the player interact with > that. > > You decide you want to become King of Generia? Perform services for a lord > until he knights you, then work your way up the noble ranks by marriage, > heroism, warfare or deceit. Or become a necromancer, build up a huge undead > army and attack the kingdom, making yourself ruler when they are defeated. A > game that simulated the sort of thing you see in a generic fantasy world is > what I'm thinking of here, not an exact medaevil life sim. Incursions of > dragons, adventurers stirring up the goblins in the hills with their > attacks, an ancient evil awakened by careless nomads in the desert, you name > it, it could happen. > > If you wanted to get really ambitious, the entire world might be random. Use > a world creator, run a crude form of Civilization on it until you hit the > right tech level, expand upon the basic parameters from the Civ simulation > to create the individual lands, peoples, and nations. Populate it with > random NPCs, run the world for 100 years or so to give it a bit of history, > and bingo. > > The advantage of this approach is that the game would be infinitely > playable. The obvious disadvantage is that it would be hard to get anything > like a coherent story out of the game without some pretty sophisticated > story mechanics in place. > > Think if it as "Rogue" on a much larger scale. Heh. > > And Miguel replied asking for more details and got really interested on the > idea. And around a month later the project page was setup and he was asking > for help from the hacker community. > > The coding of the game has begun. Project Arianne has just started. Visit > the page http://members.xoom.com/arianne_rpg/ . > The page is in Spanish if enough people ask for it i will post an > alternative version in English. > E-mail yuor ideas,question or feelings about the project. > > LINUX FOREVER. > > > I have not been able to find this initial webpage, seems the web went down > and it has no copy of it on my HD. All I can got from that times is a short > declaration of willings about what Arianne should be: > > What is Arianne? > Arianne is an RPG proyect that will have the next set of features: > > Infinite World > Online gameplay > Permanent world > Non hardcoded RPG engine > Open development model of items > Portable > The most important part of the game is the offline one. > > Ideas to add to project: > Depending on the path of the player or NPC, it will do or be able to do some > actions insteads of others, and as a result there will never be two similar > games. > Every NPC will have a story, a ascendants, a set of goals and a personality, > so there is no two exact NPC. > Items are added to the program using a interpreted language that ease it > load and that makes it independent of the operating system where the server > runs. > Game will is ruled by laws, economical relations between states, politic > relations, weather, geography and so. > To advance on experience points you don't need to kill, but to role play. > > > Fun, isn't it? Keep in mind that the time when this was written, Java was a > stupid language featuring version 1.0, none knows about Python and XML was > the name of a football team. Now that I read it, I think most of the goals > are clearly hard, very hard to be reached, even with today technology. > > The official start day of the project is September 8, 1999. We will use this > a birthday date. > The first webpage of this new era features a much interesting webpage, and > the very first version of Arianne: a 2D Client. > ### Website and first screenshot pasted here ### > > 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 of this stage was the > portability, as game was runable on Windows, Linux and BeOS thanks to SDL > that on that period was featuring the awesome 0.10 version > > On the year 2000, Arianne reach version 0.3.0 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, but > it keeps it way up to version 0.3.6 > Also on this time the website was recoded using Midgard, a strange content > management system, but the result was a really clear and nice website. > ### Website and 0.3.x screenshot ### > > The real achivement of this release was the creation of a nice core of > developers, of whom I think the most relevants 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 has the problem of being very > hardcoded and the source was really really bad written so we did what has > been a constant in Arianne: completly recode it saving the knowedge > adquiered. > > This has been one of the greatest thing of Arianne and what on the worst, it > was great because we knew we could do better and we started to code it again > from scratch, but it was the worst because it halted the project for around > 6 months, where there was no significative progress. > The project numering was changed from the expected 0.4.0 version to 1.0.0 > alpha 1. > The whole Arianne project was extremly well documented, everything, from > specification to design was written down on webpages and make available for > everyone, and skipping big details on the implementation the design is still > valid. > > Miguel managed to coordinate a nice amount of persons, around 30 and make a > standard image of the project so everything looks like part of Arianne, of a > common project.. > > On the year 2001, it was the year of Arianne. Even more people came to the > project, but we started to notice a strange type of contributor: the camper, > people that came to the projetc, asked for tasks and vanished after that. It > was a pity because that type of persons delayed the project a lot and made > harder to keep features to being added. > A new website was created, and the first version of the alpha 1 releases was > created named Pandora. > ### Website and 1.0.x screenshot ### > > This version featured a basic server-client framework, that was easy to > debug and expand, and that should settle the base of our next steps. This > year also happened a two more releases of tech previews of Galadriel that > was the 1.2 version of Arianne. It started to feature a database backend, > and a secure login procedure > > On year 2002 Arianne releases a major version, named Galadriel, that added > python RP system, a database backend for accounts, a XML storage for world > and a small 2D client using Kyra, a sprite engine for SDL. The website was > created again, this time using PHPNuke, trust me, you won't want to run > PHPNuke. Olivier Milla and Djagg worked on the website really hard to make > it unique and different and they did a real good work. > > The progress on the project was really awesome, even if some of the core > developers dropped, and so great contributors arrived of whom I can point > Skyflash. The project was number 1 on Sourceforge for around 1 month during > July, 2002. That means very hard work. > But then the problems arrived, code was again, not so clean and nice as > Miguel thinks it should be, and he suggested a new recode of the project to > which some others said no. That and the fact that Miguel was the one that > write code, web pages, do PR, manage project and everything else give a > result of a burn out, declaring the project as dead around Sep, 24. > > > Arianne is dead. > > This project is really exhausted and IMO it can"t continue anymore on the > actualy structure. There are 27 developers on Sourceforge and only steve has > been working lately with PHP of developers site and Skyflash with changing > the sites content. > > So 24 of those 27 persons are doing NOTHING. > > And well, things are even worse if you take a look to the developers site. > There are several people joined... around 20, I have dedicated several hours > of my personal time to create tasks and fill them with good descriptions so > that people can take them and just look what is the reply... Only steve has > used it. > None except again Steve and Skyflash has filled a single task. > None of the GFX people has joined the site. > > Well, and about mailing lists... more of the same... I have do a CALL for > people to know what everyone is doing here... and the reply has been > nothing: None has had time to write a few lines explaining what they are > doing. > > Project code needs a total clearing... I am writting test cases for Arianne > and it has found to be really instable on the Connection and Thread related > things, so the only way to continue is to clear it or recode it. > > If someone offers to take the leadership of Arianne I will transfer him all > the keycodes and all the rights over the code that I have written, so that > he can continue Arianne as s/he thinks it is better, even changing the > license. > > If none offers to take it, I will meditate about either shutting down it, or > clearing ALL and start again from the begin of the begin in a new way no > developers, no website, no teams, no tasks, no contributions, no ideas. > > 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. > > I have tried to do an schedule of the project but people has not contributed > a single line to inform me of what they are doing. > You don"t document anything... nor decisions, nor code. > > Personally, I still have the same motivation to create a MMOG as before > starting to work on Arianne, so I will for sure retry it, either on Arianne > or by my own with the experience that I have get on Ariane. > > Anyway, I really want to thank you all the 3 years of Arianne, I have meet > real good friends, I have had great times and I have felt the proud of being > an open source developer, I also have felt the sadness of getting only bad > words of what you do, from inside and outside, I have also understand that > people always talk more than they can do. Anyway, Thanks to all. > > Regards, > Miguel > > > Now that I read the letter, I see that I was really under the burn off > syndrome :-D > After that something that I really didn't expected happened, but I got > several request to transfer the leadership of the project but the only ones > that I considered serious were Euan Mee and Skyflash, after a month or so of > internal debate a poll was taken and everyone agreed, even Skyflash to > transfer the leadership to Euan. > Euan period was really short in fact. Euan though that leader must not be > the best and greatest developer, and well the fact that the leader must be > the example to follow soon happen. There was lot of consulting on the > project, it was evaluated on its whole extension and lots of things were > proposed to be improved. But Euan disappeared. > After that Skyflash took the leadership and using the base work of both > Euan's period and the previous work he started to work on a new version that > were featuring a 3D client using plib. > > On year 2003, the project started to move again, without dropping the > previous code Skyflash managed to fix bugs and add new features, as a 3D > client that allowed players to move, fight and cast magic. That version of > Arianne featured a Lua scripting engine that made everything very > interesting. This version was called Naxos, starting again a new version > naming scheme. > ### Screenshot of Naxos ### > > The progress of the project was totally in Skyflash's hands, and he did a > great job, but he had to move back to home on Sep, 2003 and he requested > someone to take over the project for at least 6 months or 1 year. > > Meanwhile I started Marauroa, a java clone of Arianne that has the things I > though Arianne should have had, UDP, a database backend, persistent objects, > scriptable, robust. Around Dec, 2003 I had a version that was already > superior to Arianne written code thanks to the help of Waldemar Tribus. > > I asked Skyflash to pass me leader token for the next 6 months, and so on > October, 2003 I became again leader of Arianne. > Lots of things had to be fixed and I started the work. > I first created a new page and removed the PHPNuke, and I used a previous > website that Djagg wrote for Arianne. Then I wrote a revision of the project > status to know what where working and how. The result was that the project > was advanced but really blocked on all the paths because the main developer > of each area was MIA. > So as I had Marauroa on a stable status, and I was really amazed of how > stable Java was, I suggested to use Marauroa as Arianne server. And as there > was no better idea, I got it. > > On year 2004, Marauroa joined Arianne as a single project, and we redefined > Arianne's goals, 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. > Arianne was rewritten, but now only as a client side only application to be > able to connect to a Marauroa server, and it was simplified so it was > extremly easy to write new games, and it was also added a Python binding so > that you can develop Arianne games using Python. > > ### Marauroa, Gladiators and new website ### > > Arianne heads now as a great framework for developing games featuring at the > time of writting this three games using the system on its alpha stage. > > On 2004 Sep, 8 Arianne will be 5 years old. > > _________________________________________________________________ > MSN 8 with e-mail virus protection service: 2 months FREE* > http://join.msn.com/?page=features/virus > > > > ------------------------------------------------------- > This SF.Net email is sponsored by Sleepycat Software > Learn developer strategies Cisco, Motorola, Ericsson & Lucent use to deliver > higher performing products faster, at low TCO. > http://www.sleepycat.com/telcomwpreg.php?From=osdnemail3 > _______________________________________________ > Arianne-general mailing list > Ari...@li... > https://lists.sourceforge.net/lists/listinfo/arianne-general > > |