Rocket
Club is a multi-player, on-line,
real-time, team and tournament-based,
multi-terrain/space action/adventure/strategy
game/simulation with RPG elements and an
extensible open-ended design for player
customizations. (yep, another one of those!).
And it's FREE! The
slightly better than vaporware version can be
obtained Here:
Current
Rocket Club Installer
Even better, it
is 98% vaporware, and will remain so for a year
at least. Though you can see an early 3D test
demo here:
ANTIQUE
INSTALLERS FOR HISTORICAL PURPOSES
Rocket Club A37 |
A newer
version (2009), requires DX9, Microsoft
DLLs, supports Vista, multithreading |
Rocket Club 6 |
This is
actually the final DX7 version, kept
around for historical purposes. This is the
newest one... This is the first
networked-version. So, if there is a Hub
running (and there may not be one
regularly) you can play in HUB mode and
see other players... but that's about all
you can do with them. Try chatting with
them.
|
Rocket Club Demo |
This is
the installer for the Rocket Club
Technology Demo.
Download and run it to install the demo. This version lets
you fly around a bit, using your
joystick. Use PgUp and PgDn to change
your speed. Hold down button2 on the
joystick to roll. (except in Chase Plane
view, then it changes your view angle).
Again,
not much going on this demo, since I am
mainly just experimenting with Direct3D
at this point.
Use
Alt-ENTER to go between full screen and
windowed modes. Menu commands only appear
in window mode.
|
RocketClub
Installer
(1.8Megabytes) |
This
old demo is not much more than a screen
saver with you floating through space
near some random planets and looking at
'accurate' stars in the distance.Use the
F3 key to toggle between space and
terrain. Use the F5 key to generate
a new fractal terrain. Lots of other Fkey
and menu options are available, so look
around and experiment. Some features
(fog) may only work when you are in full
screen mode.
|
rocketClub.mp3 |
It
occurred to me that it would be cool if
Rocket Club could have sort of an anime
feel to it. In that spirit, my daughter
Lyssa has composed a theme song (and
performed it) for us. This is also the
first MP3 file I have ever made, so life
continues to be a grand journey.
|
I
have *big plans* for Rocket Club, but it will be
my first official 3D project (using D3D, I mean)
so it could end up going in a totally unplanned
direction. Check the Rocket Club Bulletin
Board
for daily details on developments.
~~~
Estimated
Minimum Requirements to Play Rocket Club ~~~ |
* Pentium CPU 800 MHz
* 128M RAM (more the better)
* 500M Disk Space (10M download)
* DirectX version 9 or higher
* DX9-Compatible 3D accelerator card
* High-Speed Internet Access
Desirable
* A Civil tongue.
|
Don't
forget that while this is free, you are ALSO free
to send me money anyway. Click here for details:
Donate $
|
The
Plan:The idea is that there is a
universe of approximately 2 billion stars, most
of which are uncharted. Players (goal: 1000
simultaneous players) develop their characters,
eventually getting the ability to visit stars.
Once visited, a star is no longer uncharted (it
shows up in the central star registry and
everyone in the game is now aware of its basic
attributes). Most stars are losers, presumably.
But some stars
have nice solar systems with the material
resources you need to harvest, fight over, and
build with. The design will be open-ended in that
players may submit new 3D models (with some
constraints) and textures from which building
blocks are created. These blocks are then glued
together (by the players) to form factories,
vehicles, space stations, etc.
As far as the UI
goes, my loose 'design spec' is that you have a
body (custom 3D skin files with varying degrees
of 'alien-ness' allowed) that you move around
(think quake). You can walk on planet, into
buildings, etc. It's full on 3D with various view
options (first person, over the shoulder, spot
plane, etc).
When you 'buckle
into' a vehicle, you lose control of your body
and those same UI commands now move the vehicle
instead. You might drive a tank on planet, or a
small spaceship up into orbit. Flight dynamics
will NOT be designed to be overly realistic. For
example, the trip to orbit will be very quick,
and your rendevous with a space station will be
very easy.
Once at a space
station (for example), you unbuckle and float in
your ship, go through an airlock into the station
and float through it, perhaps getting on a larger
ship. From there you might travel to a moon,
another planet, another star, etc.
Each
vehicle/factory/station has 'consoles' (which you
can buckle into - one at a time) dedicated to
piloting, weaponry, factory-control, or whatever.
There might be multiple consoles on a single
ship. (for example, the space station might have
an astronomy module to be used in scanning
uncharted stars, and a defense module or two, to
fight off invaders).
Any console can
be buckled into by a player with the requisite
skills (RPG element) and ownership rights
(integrated guild/club support - material objects
are 'owned')
Any console
without a human player is run by an AI bot, as
needed.
Some
functionality is via your PDA which you have with
you at all times. This is your primary chat
(radio) interface and is also used to fulfil the
'contract negotiation' aspect of the game.
Much of the game
consists of making and fulfilling 'contracts'
between yourself and other players, clubs, or
bots. For example, as a ship pilot you would
contract to buy resources, deliver resources,
etc. You would be paid upon completion (or pay a
penalty if you failed to fulfill your contract).
(lots of other possibilities here - selling
contracts, stock market, etc.)
At the beginning
of the game, your character would be in some
object somewhere (a factory?) with some menial
job contract. You would have available skill
training and an income (bank to borrow credit
from as well, perhaps even from other players as
'loan contracts'). Eventually you would have
enough money to get offplanet. Either on a ship
of your own or as a passenger on some other
player's ship (or a regularly scheduled bot ship)
You might later
be ferrying modules to orbit, or assembling
stations from modules, or prospecting new star
systems, laying claims, exploiting resources,
establishing factory planets, making flame tanks,
etc. Perhaps you carry a load of robot colonists
to do this for you or your club.
The goal of the
game is: stay alive (some penalty for death), get
rich, get skilled, build stations, protect
stations, destroy stations, provide war material,
fight in ground wars, dogfight in the air and in
space. Advance in rank and status.
And, of course,
to chat.
|
The
Architecture: The basic layout will be both
similar to Well of Souls, and totally different
from it. There will be only one universe (whether
you are playing solo or multiplayer). I'm not
exactly sure what the solo game is, other than
you might be limited to a single star system
which can subsequently be 'added' to the ongoing
online game.
As an online
game, there will be a few master servers, and as
many 'star servers' as needed. Each star system
will have its own server (possibly your own copy
f the game if you are the only one near that star
at the time). Each player is only near one star
at a time and 'hops' from server to server as
nevcessary
The star servers
act mainly as a database synching tool, so all
players agree as to the station configurations.
Players act as their own database server for
things like their personal appearance and that of
their current vehicle.
A star server
acts much as a source control system
"checking out' a star when it starts up and
'checking it back in' when it is done.
When a player
travels to a star, the master database informs
him (or her) of the address of the relevant star
server (or causes the player's own computer to
become that star server).
I plan on using
UDP as much as possible (with as few TCP
connections as possible) with as much 'peer to
peer' traffic as possible, with automatic
generation of message servers for communications
groups. While it is an online game, you will be
surprisingly disconnected from all but a few
players. A 'distress call' server will allow
friendly (?) people to mnitor for global shouts
for help. Global contract server(s) will manage
binding contract negotiaions between players.
Highly
interactive sequences (dogfights and ground wars)
will be limited to a small number of players
(32?) and managed by a server spawned on one of
the player's machines (or several, as needed).
I plan to allow
'star servers' to easily compose simple 'quest
files' (think Well of Souls, but simplified)
which apply to people in their star space. (for
example, radio messages asking for help in
destroying something, recovering something,
delivering something) which might be thought of
as bot-initiated contracts.
People familiar
with my previous projects might find this one
substantially different. Part of that is enforced
by D3D which makes it difficult to embed browser
panels and other common control objects. I plan
to solve that problem however, as I cannot live
without my embedded browser! (for tournament
control, etc).
Please note that
even as a solo game, it may make extensive use of
online servers. It may end up being impossible to
play without a network connection, even if your
goal is to play by yourself. Obviously I will try
to make it work as well as possible as an offline
game.
|