PART TWO : The others.
As I said in part one, I've left FA for about one year, playing other games.
FA wasn't on steam yet, and the stats of GPGNET were quite poor when I've started the project :
- 66a9a802c227e8ea9a45560d685e3.png (37.45 KiB) Viewed 3347 times
It was now or never to try to resuscitate this game !
Others projects like FAF were tried during the long life of FA.
Galactic WarAs previously mentioned, it was the idea that GW would have been a wonderful lobby that motive me to do it.
But my "design" blueprint was TA Spring : Efficient, fast and simple.
For those who don't remember GW, only a beta came out.
Sadly, the client was leaking memory, the server wasn't holding the charge, and the beta ended after a few weeks.
After that, many promises were made.
But as the GW team admitted it, their ambition was 1000x bigger than the team was able to do.
They did a wonderful job and what is following is not a bash of any kind, but my analysis of their mistakes in order to not make the same.
- They only had one coder, who (seems) to sadly listen to every demand of the team, even the extravagant ones (3d galaxy map,....)
- While the beta was promising, they've closed it. Having people supporting a project and see the improvement over time is really important and motivating for that kind of project.
- The server was not efficient enough, the client wasn't work that well, but instead of fixing that, they've added features over a not working version.
So, with that in mind, I've fixed myself some realistic milestones, and a precise roadmap.
Here is it :
https://bitbucket.org/thepilot/falobby/wiki/RoadMapThe plan was to release it to public as soon as possible.
It's old and not updated since a while. I've changed the order of priorities over time, but retrospectively, I'm happy : I've met all the deadlines with a LOT of advance on the schedule !
The version planned at the end of the year was ready on september.
Server-side, my "goal" was an efficient and simple server :
- Must run on a single core Atom (cheap server).
- Must take at most 1 go of memory (the current server is running at 4-500 mb with 300 players online).
- Must be able to support 1000 players (it's optimistic, but it help keeping the code optimized).
For the code, I've decided to prototype the thing with python. I've finally kept it because it's simple and fast to code, and the speed drawback is irrelevant for that kind of project.
I've nevertheless asked the GW main coder if it was possible to have access to the GW code.
All I got, for unknown reasons (I didn't insist), was a single old file, doing what I've described in part 1. So, useless to me.
It still quite sad because all their work is lost forever now. (I don't think anybody else will try to take over the GW project if I fail).
FA-LadderOne of my biggest mistake, and I still asking for forgiveness about that.
As I've said, I've left FA for quite some time.
When I left, FA-Ladder was really young, and was just a mod and a replay vault with a ladder prototype.
When I've started FAF, I've honestly didn't though it was so advanced (mostly maybe because the name didn't changed even if the possibilities were bigger). It wasn't really advertised either, so I didn't though much about it.
The problem was that FAF and FA-Ladder goals were the same. After launching the first public beta, someone said to me "Eh, you should contact Moritz !".
And I did saw what FA-Lobby has become, and I was impressed.
At that time, FAF had more community tools (chat, player list, more obvious game-lister), but FA-Lobby was way more advanced on all other areas.
So I've asked Moritz to join effort. Sadly, as it used Java, it was a hard/impossible job to implement the code.
And I've killed FA-Ladder.
That was not the goal, I'm not happy about it. Moritz is still part of the FAF contributors, so I hope no hard feelings.
PlayerTrackMore a player database than a real lobby alternative.
While I've loved the stats (and FAF will propose at least that amount very soon
, I didn't liked the ratings.
I understand the goal, but it was really biased.
I was also very interested in the rank icons in TA-Spring.
People like awards and stats. I've put some though about all that and came with the idea of implementing a real rating system for all games, replacing the biased user rating.
That's where trueskill integration came from.
The communityI skip ahead in the story, but again, when I've left, 3603 was just made as a mod, all hopes of a official patch was gone, and I've stayed with the idea that everybody was eager to see a real 3603 patch for FA.
When I came back with FAF, I was so happy to tell everybody that it was finally possible.
Then I've discovered the horror.
It kind of remind me the movies where the hero leave town for a crusade, and discover a twisted version of the town he loved when he came back, just because the artifact he have seek, needed by the town, was not there at the right time.
I was truly horrified that two cults were born : 3603 haters and 3603 lovers.
Not everybody was happy about a patch. I still not understand why and how it became like that, but again I've skipped one year of FA history.
Koecher launched the term "Community splitter" toward me, Moritz told me that he didn't advertised FA-Ladder too much because of the 3603 haters,... "WHAT HAVE YOU BECOME FA COMMUNITY !" I was screaming in my head.
I've left nice bunch of players, hoping for GW, 3603, shiny new things.. to discover a bunch of integrists in both side.
Well, guess what, I'm still happy to give patching possibilities to FA, and seeing how diluted the "clans" are now, I'm think I was right to not give up (was really close to) at that time.