Shadowrun Awakened
From Shadowrun: Awakened
Shadowrun: Awakened (SRA) is an Massively-Multiplayer Online Roleplaying Game under open source development. This Wiki was put in place to support the development and production of this project. Our Members Charter contains the primary description of our goals and attitudes.
Contents |
History
2006
Shadowrun: Awakened was originally started in 2006 by James Wood as a Sourceforge.net Project. James initially gained permission from Microsoft for non-commercial development of a Shadowrun MMORPG. He recruited Erik Ralston, known at the time for completion of his Shadowrun machinima. This time laid out a few tenets of the project, including settling on 4th edition. However, the project quickly went dormant due to conflicting life issues.
2007
At the start of 2007, the project was slowly re-kindling thanks to the enthusiasm of Stephen Turner.
- March: The project was blessed to find Aaron Adrignola who put his web skills to work establishing a website, forums, and wiki dedicated to the project. Game Design was heating up.
- April: Software core design was underway and the project was eager to begin construction. Fundamental game design was over and we started to analyze how we were going to get it to run in a computer.
- May: We discovered Project Darkstar. Realizing that this could immensely shorten our required development time, the decision was made to utilize this open source revelation instead of our custom Distributed Cell Architecture (DCA).
- June: Server and client technology hit numerous issues with their chosen technologies. Reexamination leads to resolution.
- July: We proceed using C#, XNA, and ICE. Development reboots.
- August: Client team takes a detour through ODE.net and BulletX physics engines before settling on the PhysX Engine (utilizing a managed wrapper). Server team fleshes out a huge architecture for the game on their side, start working with data, and start networking. We are on a clear path.
- September: The project as a whole has a giant recruitment push and we add many new members, double net traffic, and gain some great new developers. Client team puts together the basics of our GUI system using XNA's 2D capabilities. Server team performs a small-scale test and we decide on using an OODMS technology in server as a Data Layer. Our initial candidate is Gentle.net.
- October: We gain our 100th forum member. We go up on MySpace. We pick up Castle Active Record. We drop ICE for .Net Remoting during prototyping, we may see ICE later. Client, being most of the way to Game Engine Alpha, loses some momentum as we put more resources into Server to get it back to its feet. The first prototyping of the Commands & Snapshots design begins.
- November: Server shares its first simulation and reaches its GEA status in only one month. Client's GEA list is reduced down to only animation. We christen the engine technology "Awakened Engine".
- December: We upgrade to XNA 2.0, many enhancements are added to our ability to simulate (including triggers, heightfields, and convex colliders). GEA is declared as achieved despite animation being stymied by XNACL being trapped in XNA 1.0.
2008
- January: After the upgrade to XNA 2.0, we hit a rocky time trying to include animation. Also, the desire for realistic lighting & shadows begins to undermine the factors that led us to C#.
- February: Capitulating to our doubts, we change directions in development AGAIN to dig ourselves out from under the performance hole created by managed code.
- March: We reboot development back into C++ with PhysX and OGRE leading the charge.
- April: Reconstruction of features in C++, Physics & Graphics
- May: Reconstruction continued
- June: Procedural meshes
- July: FMOD integration, Cross-platform support (Linux), serialization of levels to/from file
- August: Content editor work begins, integration of QT
- September: Content editor continues
- October: Content editor prototype released internally
- November: Content editor refinements and small feature requests
- December: Begin new SraLogic library for game mechanics implementation
2009
- January: SraLogic development continues; plus collision filtering and events are added to support logic and sound.
- February: Classes necessary for Shadowrun Arena Brawl are completed. The Boost and Thread Building Blocks libraries are integrated with the engine, primarily for threading and timers.
- March - May: Coding enters hibernation while our Lead Software Developer changes employment and location.
- June - Implementation continues on a logic layer to implement the 4th edition rules.
- July - Python scripting capabilities from Boost is first integrated and Model Viewer enhancements are added.
- Fall - The project starts meeting the limit of the OGRE engine. With the release of the UDK, the project is tempted into changing tracks again.
2010
- Spring - UDK is proving its worth. Data integration with MySQL is underway and the new beginning is going well.
A more detailed development history can be found in the following articles:
Current Status
The project is currently in pre-alpha development of client, server, and necessary tools. Game content is being designed and created.
Anyone interested in joining should read the How to get started with the project tutorial.
Active developers are referred to the Contents section.

