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STAR Θ CADET

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CACSC INVITE YOU TO THE MAIDEN LAUNCH OF UFSC MAURETANIA, THE FINEST VESSEL IN THE NEW BRITISH FLEET. YOUR SECRECY IS REQUIRED. THE LAUNCH PAD IS NOT CURRENTLY OPERATIONAL. THERE IS NOT YET A DATE SET FOR BETA LAUNCH. WE THANK YOU FOR YOUR PATIENCE.




www.StarCadet.com


STAR CADET is an ambitious new project set aboard a space ship.

It's aims are to throw the concept of an MMORPG on it's head. No more shall the world of online gaming be about the lone player. A storyline will form on it's own around every member of the vessel Mauretania on it's journey through space. Every player will take a role on the ship, beginning as a minor character - a technician, a cadet, a medic or an ensign. Throughout their career they will obtain experience: not EXP Points, but actual knowledge of the ship and of the world around them. Rising through the ranks they will each take a vital role in the overall storyline.


What is Star Cadet?

Star Cadet is an upcoming MMORPG set aboard a space ship. It is created in two parts, the server and the client. The game client is a smart dummy with most processing taking place on the server. The server is created currently in Ruby, although this may change as the game progresses. The game client is created using RPG Maker XP and RGSS.


And what do you do?

The majority of game play is based around missions. Missions may take place aboard the ship, helping around in the day to day maintenance of the vessel, which is really quite huge. Otherwise these missions are away trips to the various planets visited by the ship on it's journey through space. These may be solo, or more likely will involve multiple players working together to complete each mission. The role a player takes within their team defines how they progress through the game.


Graphics

The game currently uses mainly placeholder graphics. At current, the game uses my own graphics, graphics edited from the RGSS RTP, and graphics from the Half Kaizer Construction Project including the Half Kaizer templates.

corridor.png


Setting

Star Cadet takes place in a Science Possible setting, i.e. a setting using real science as a basis for how the world could end up in the near future. Set two hundred years after the present day, the only science which will really be skimped on is journey times (as it would be boring to have to wait a few months between each planetfall).

Mauretania is a British vessel, Britain having left the European Union becoming itself a federation (The United Federation). Various empires have grown and fallen, with the European Union eventually becoming a global Federation of Earth, the largest civilisation on the planet by far.

Many empires have either grown, or fled, to the stars. China took Mars quite early on. After failed terraforming projects, India eventually took Venus. There are small outposts of the FoE on Mercury, and mining colonies throughout the Gas Giants.

Britain is a latecomer to the space race and one of the last civilisations of Earth to actually head into the stars. It's interstellar craft, Mauretania, is an ambitious move to explore far beyond the reaches assumed of humanity.


sotg_header.png


Current Development: Beta Client

The current focus is on creating the client for an open beta test of the game in the near future.

Current systems and features developed:

> Login and register systems
> Character customisation using paperdolled graphics
> Placeholder graphics for ship interior and characters
> Ability to connect to a room or "map"
> Other players displayed in the same room with walking sequences created using Pathfinding
> World chat system, allowing communication between players
> Server side collision detection, hack protection, and virtual player movement
> Server storage of coordinates and direction, and individual player looks

Basically what has currently been formed is a room that other players can connect to, see other players, and talk to them, each with their own custom created graphical looks.


Beta Release

The Beta Release, planned for the near future (no current date), will take place entirely onboard the ship, in the bridge level. Mauretania's bridge is not like that of many TV sci-fi ships: the window is not a window, it is merely a screen (logical really). As such the layout isn't so much based around the bridge room. The bridge level contains various areas: the Captain's office and quarters, quarters for their immediate staff, the Chief of Security's office, the officers' mess and a swimming pool / gym, as well as some conference suites.

An early look at the Beta area:

betaarea.png


If more than I expect want to turn up to the Beta, I will significantly increase the size of the explorable ship by adding an extra, larger floor.

The plan is to have one mission for each starting job in the Beta.


Teaser Screenshots




Support

If you want to support the game you can either:

- Spread the word!
- Post criticisms and comments here, on the forums, or on social media
- Donate a little: http://starcadet.com/?p=fundraiser
 

Spoo

Sponsor

And the commodore does it again.

This looks great, honestly. This community seems to never have any cool scifi games around (minus that bullet hell one a few years ago but w/e). How big is the universe going to be? You mentioned missions on other planets, and being the lorefag that I am, I want to see what manner of strangeness is present.
 
I'm hoping to build up the Lore based on what players want; to begin with before leaving the Solar System the majority of aliens will be human settlers over this 200 year period. I think 200 years is sufficient for some interesting independent development of culture and technology, even racial characteristics. In the world of Star Cadet, the main world powers have split and started a big war against one another (America was crushed when it turned out in a shocking piece of propaganda that they didn't actually have any nuclear weapons). They're all very isolationist.

I've outlined the main civilisations here although it needs a lot of work:

http://www.starcadet.com/forums/viewforum.php?f=8
 
PROGRESS!

Apologies for not keeping this updated daily as I'd have liked to; progress at the moment has been a little bit slow since I've had to recreate the login, register, and paperdoll systems from scratch - but it's all the better for it.

I think I can safely say now that these systems are finished and ready for Beta, so I can finally move on to the next step.

Some details:

  • Map changing now works
  • An animated loading screen has been created which displays while the server is working on stuff, although at the moment it is a mere flash and shouldn't be an issue
  • The game can now request a map change, look change, or position change, does it on it's side, and then the server responds to say whether or not it is kosher. This is a pretty safe system.
  • Map and position checks are now possible based on various variables defined on the server - for example, banning players from certain maps until they've completed a mission, etc.
  • Players now show as ghosts if their image isn't found on the user's PC by mistake.
  • Player initialization works properly (it didn't before).

So, the next steps:


Auto Updater

This is the most interesting and most important system for the Beta. It will update maps and graphics as and when you view them if they need to be. I have it all planned out on paper, so hopefully it will be easy to implement. I'm excited for it, anyway.


Events

All players are events, so I need to find a way of making events both solid and passable at the same time. (Players shouldn't be able to walk through walls, but they should be able to walk through each other!).


Menu systems, etc

At current all menus are default. This doesn't make much sense given the context of the game.


Testing, testing, testing
...



The map shown above is now mostly complete and doesn't need much more work before the Beta. It uses a variety of placeholder graphics.
 
Apologies for the poor quality, I haven't quite got my head around desktop filming. Any lag is from the video capture not the game itself. This demonstrates some basic systems as well as using pathfinding to draw player movements.

http://www.youtube.com/watch?v=2q4HHYffDI0
 
Woah amy` I can't wait!
I will say, you should have it so that you can only have a certain amount of characters online per IP or something
That way someone can't log in with like 10 characters.
And maybe try make it so you can have more that 1 character per account?
 
Map Updater Progress

Pretty good conversion from paper to code so far. At the moment:

1. Game_Map asks to load a map file.
2. An animated loading screen is shown to the player until everything is processed.
3. The version of that map file is drawn from it's filename, in the form map001.rxdata.42 (version 42)
4. The game client asks the server what the current version of map001 is.
5. The server grabs this from a database and sends it to the client.
6. The game client compares the two numbers.

If the numbers are correct:
7. The game loads map file map001.rxdata.42 as it's map.

If the numbers are incorrect:
7. Nothing happens at current.

All that needs to be done now is to tie the download system I got working earlier (using Berka's code for now) and some jimminyshigging of doolallymagoolies and it should work.


-

Update

Map updater nearly complete :)

Just need to make it delete old files and it's done.
 
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