| I've
always been captivated with the idea of MMORPGs (Massively Multiplayer
Online Role Playing Games). I thought it was about time to embark
on my own programming feat, an ambitious one that would help me
learn new skills, like BSD sockets, and how to manage a large and
complex project. It’s heavily based on a game that I thought
would be the ultimate MMORPG, Escape Velocity, if they ever developed
it. For various conceptual and technical considerations, there will
be no combat, at least not anytime soon. Instead, it will be economy
and exploration based, where players seek out resources and participate
in free markets.
The screen shots are from different points during the game's graphical
development. Some screen shots you will see have "vector lines"
to show where objects are in the vicinity, but not immediately visible.
Names are shown next to objects, such as planets or space stations.
The HUD, fuel, targeting, and information on targeted object are
the latest additions.
The server program is rather plain and the client code has yet
to be integrated into the graphical client. This is because I'm
still trying to tweak the client/server exchange to make the game
as lag free as possible, a daunting task I assure you.
Update:
August 15, 2003
Work
has resumed under a new name, Aurora, with Ethan's help. He is primarily
responsible for server networking code, while I handle client graphics
and client-side network code. Division of labor should help project
along. With the injection of enthusiasm, the client has evolved
considerably. The biggest change is that you no longer fly by the
arrow keys (like asteroids or Escape Velocity). You now click the
desired location, and a new ship AI pilots you to the spot realistically
(taking into account it's inertia, direction, and speed). You can
also hit A to autopilot you to your currently selected target or
use the arrow key to fly to the border of the surrounding sectors.
Essentially, you don't even have to touch the manual mouse/click
movement at all if you don't want. This major change was along side
a fundamental shift of how we wanted to handle movement data. Now
all the client needs to send is one packet with it's destination
X and Y. Receiving data about other players is as simple. The bandwidth
overhead and CPU savings are big.
Graphics are also improved and sport new features. Selection boxes,
a FPS counter, animated destination marker, color-coded vector lines
to display distance, and dozens of new space graphics are present.
Update:
August 26, 2003

Sounds for navigational clicking, sector and object
autonav, connecting and disconnecting to server, and targeting are
now coded and sound great! Music has been added and the game is
starting to look really professional. During the wasted looping
cycles in our main game loop, I now sleep the graphics thread. This
gives more time to the server/client thread and other applications.
Update:
August 26, 2003

Looks like Ethan has been bogged down by school work.
Judy is also super busy, so it looks like it might be up to me to
tackle both parts of this project.
Update:
January 3, 2004

Unbelievably busy. Project on permanent hold. Bigger
fish to fry.
Video

Download high quality QuickTime
Download low quality QuickTime
(a little choppy while running the game engine and
capturing full-screen video. Sound effects not included.)
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Early Screen Shots |
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Objects
first implemented |
Animated
objects implemented
(space station rotates) |
"Vector
lines" |
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Later Screen Shots |
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HUD, Targeting via "vector lines",
fuel, antialiasing. |
HUD,
Targeting via "vector lines"
fuel, antialiasing. |
Landing
on planet
(mock up, not complete) |
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Most Recent Screen Shots |
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Developing universe; planetary systems. |
Targeting
/ selection boxes |
Navigation
controls augmented with autopilot
features (fly-to-target, fly-to-sector) |
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Developing universe; space stations
and depots.
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Using
great planetary imagery
(saturn in this case)and manipulating
colors to diversify universe
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Game
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