| 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. |