EMP – multiplayer game
Posted: Fri Sep 28, 2012 1:27 am
OK, am I the only one attempting this?
No, it is not Oolite
I've been developing this as a hobby since 1992, so development is proceeding but very slowly, with just an hour or two spent per week. Then two years ago I discovered Oolite, and development stopped until I got up to Deadly status.
With the exception of the planet description and Thargoid insult generator, this is all my own code, no Elite or Oolite code has been used or looked at.
Graphics are not as amazing of Oolite, needs some work there.
EMP
Deviations from Elite
• Multiplayer. This is the main feature, and the game has been built from the ground up to be server based, EMP is acronym for Elite Multi-Player. Without a server it will currently use a generated system (used for testing) Concept is that the player, when registering, will choose their species, and then their alliance (based on their species of choice). Choosing Insect will allow you to be a Thargoid.
• Multiple stars per system, including Blue Giant, Red Giant, Neutron Stars, Quark Stars, and Black Holes. XNA BasicEffect class imposes a limit of 3 light sources for the illumination in the system, so the nearest three stars are chosen.
• 3D Nebulae (Relative to system positions)
• Background stars are based on stars in 3D chart
• Planets with Atmospheres and Rings (All planets cubic projection)
• 3D cargo, 3D ship equipment, 3D people.
• 3D Star Chart. You don’t choose a system and then hyperspace to it, rather you need to fly out to the connecting wormhole.
• Gould Belt Region (aka Galactic Chart), it is where you are right now, so if you navigate to Earth, you will see familar star patterns. The familiar planets are in the eight standard regions, but I’ve regenerated them to be in 3D, Lave is at the centre of Chart 1, and is surrounded by the familiar planets but move away from Lave and you will find planets in proximity which are not in proximity in Elite.
• No wormhole creation other than at designated ‘Alderson’ points. Read Jerry Pournelle's Mote and Co-dominion series of books for the concept (Alderson Points and Alderson Tramlines). Alderson points are located away from the planetary system, you will need to fly to a known point, open the wormhole (same as in Elite, it uses fuel), fly into it, and you exit at the other system at the reciprocal point. This means you do have outbound and inbound ships, for a good reason.
• No 'Witchspace', so the Thargoids cannot intercept you while in transition, however they might blockade the known alderson points, and Thargoids seemingly know the whereabouts of more alderson points than GalCop. i.e. If you choose to play a Thargoid, you will see more available wormholes.
• No Lasers. What!!! Yep, no lasers, a design decision - your ship fires a plasma weapon (think Star Wars/Battlestar Galactica). You need to engage in close combat in order to destroy your opponent’s ship. The reason for this decision is the multi-player latency, a laser wouldn’t work because the target would have already moved when the laser was sent to the server and back out.
• No yaw control (to keep game play closer to original Elite).
Code: C# (Express Edition)
Graphics Engine: XNA 3.1
I tried to upgrade to 4.0, but my laptop’s graphics chip couldn't handle it.
Controls: Same controls as Acornsoft Elite.
A - fire, S - pitch down, X - pitch up, < - roll left, > - roll right, E - ECM, etc.
Completed
• Star background
• Space dust (need that indication of speed)
• HUD and messaging, temperature and Altitude, Fuel, Energy, etc. I rewrote this code to make the HUD look like Oolite, it originally looked like Elite.
• Ship controls - generally based on Acornsoft Elite, although I currently use F5 for external view.
• Collision Detection. Bounding Sphere test followed by Mueller's Triangle-Triangle intersection algorithm with extra test to eliminate false positives.
• Weapons fire
• Target ID
• Missile target, launch, and AI
• ECM
• Docking (Manual) and Launch (While docked, the system is still active). Also can dock at Generation Ships, which I’ve created two different models for so far.
• 3D star chart
• Wormholes
• Stars with coronas.
• Planets (including atmosphere and rings)
• 3D nebula
• Asteroids
• Fuel Scoop (for fuel from stars and scooping cargo)
• Joystick Control
• Currently most ship models ripped from Griffs OXPs, but sadly without the normal mapping and light mapping effects. I've converted the DAT files to Sketchup, then exported the .X files for XNA. A few ships are my own design, created in Sketchup. I need lots of Thargoids, so I've focused on those. I can't texture map, so they don’t look fantastic.
• Sounds ripped from Oolites Nosleep sounds.
• Station and ship lights, and other visual effects.
• Station types are based on the system and will not randomly change.
• Thargoid insults (gotta have those , although I’m not sure how they will be implemented when the Thargoid warship is under player control.
• Current count is 3875 systems, 7367 stars, 7210 tramlines, and 46591 planets (including moons)
In Development
• System information
• Cargo manifest and station trade screen
• Docking Computer AI (Almost done but need to match station rotation)
Not started
• Vipers/Defenders to launch from station
• Missile Launch from AI ships
• Save Game
• In-Station Trade and equipment purchase.
• Economy modelling.
• Passengers/Slaves AI
• Multiplayer Arena Beta version (might be able to get this running fairly quickly if I give it a fixed system).
• Player to player messaging and insults
• Station bulletin boards – this would be required so that the administrator can create missions.
• Game Physics - bouncing of ships/asteroids, collision of small objects
• Model/Texture download - if you encounter a new ship the game needs to download its model and textures from the server.
• Wormhole travel to a new system needs to download the textures for the planets and moons in that system. I currently have accumulated over 20GB of planet textures.
I will need to ask permission from Griff and Nosleep for the models and sounds before I can post any arena version for testing, plus whomever created povray planets, although I did generate a couple of hundred random planets/moons and mapped them to cubic projections. Gave me a headache writing that code.
Will try to post a few more images when I have time. (my screen capture doesn't do well with the transparency, so the images don't do justice to actual display)
No, it is not Oolite
I've been developing this as a hobby since 1992, so development is proceeding but very slowly, with just an hour or two spent per week. Then two years ago I discovered Oolite, and development stopped until I got up to Deadly status.
With the exception of the planet description and Thargoid insult generator, this is all my own code, no Elite or Oolite code has been used or looked at.
Graphics are not as amazing of Oolite, needs some work there.
EMP
Deviations from Elite
• Multiplayer. This is the main feature, and the game has been built from the ground up to be server based, EMP is acronym for Elite Multi-Player. Without a server it will currently use a generated system (used for testing) Concept is that the player, when registering, will choose their species, and then their alliance (based on their species of choice). Choosing Insect will allow you to be a Thargoid.
• Multiple stars per system, including Blue Giant, Red Giant, Neutron Stars, Quark Stars, and Black Holes. XNA BasicEffect class imposes a limit of 3 light sources for the illumination in the system, so the nearest three stars are chosen.
• 3D Nebulae (Relative to system positions)
• Background stars are based on stars in 3D chart
• Planets with Atmospheres and Rings (All planets cubic projection)
• 3D cargo, 3D ship equipment, 3D people.
• 3D Star Chart. You don’t choose a system and then hyperspace to it, rather you need to fly out to the connecting wormhole.
• Gould Belt Region (aka Galactic Chart), it is where you are right now, so if you navigate to Earth, you will see familar star patterns. The familiar planets are in the eight standard regions, but I’ve regenerated them to be in 3D, Lave is at the centre of Chart 1, and is surrounded by the familiar planets but move away from Lave and you will find planets in proximity which are not in proximity in Elite.
• No wormhole creation other than at designated ‘Alderson’ points. Read Jerry Pournelle's Mote and Co-dominion series of books for the concept (Alderson Points and Alderson Tramlines). Alderson points are located away from the planetary system, you will need to fly to a known point, open the wormhole (same as in Elite, it uses fuel), fly into it, and you exit at the other system at the reciprocal point. This means you do have outbound and inbound ships, for a good reason.
• No 'Witchspace', so the Thargoids cannot intercept you while in transition, however they might blockade the known alderson points, and Thargoids seemingly know the whereabouts of more alderson points than GalCop. i.e. If you choose to play a Thargoid, you will see more available wormholes.
• No Lasers. What!!! Yep, no lasers, a design decision - your ship fires a plasma weapon (think Star Wars/Battlestar Galactica). You need to engage in close combat in order to destroy your opponent’s ship. The reason for this decision is the multi-player latency, a laser wouldn’t work because the target would have already moved when the laser was sent to the server and back out.
• No yaw control (to keep game play closer to original Elite).
Code: C# (Express Edition)
Graphics Engine: XNA 3.1
I tried to upgrade to 4.0, but my laptop’s graphics chip couldn't handle it.
Controls: Same controls as Acornsoft Elite.
A - fire, S - pitch down, X - pitch up, < - roll left, > - roll right, E - ECM, etc.
Completed
• Star background
• Space dust (need that indication of speed)
• HUD and messaging, temperature and Altitude, Fuel, Energy, etc. I rewrote this code to make the HUD look like Oolite, it originally looked like Elite.
• Ship controls - generally based on Acornsoft Elite, although I currently use F5 for external view.
• Collision Detection. Bounding Sphere test followed by Mueller's Triangle-Triangle intersection algorithm with extra test to eliminate false positives.
• Weapons fire
• Target ID
• Missile target, launch, and AI
• ECM
• Docking (Manual) and Launch (While docked, the system is still active). Also can dock at Generation Ships, which I’ve created two different models for so far.
• 3D star chart
• Wormholes
• Stars with coronas.
• Planets (including atmosphere and rings)
• 3D nebula
• Asteroids
• Fuel Scoop (for fuel from stars and scooping cargo)
• Joystick Control
• Currently most ship models ripped from Griffs OXPs, but sadly without the normal mapping and light mapping effects. I've converted the DAT files to Sketchup, then exported the .X files for XNA. A few ships are my own design, created in Sketchup. I need lots of Thargoids, so I've focused on those. I can't texture map, so they don’t look fantastic.
• Sounds ripped from Oolites Nosleep sounds.
• Station and ship lights, and other visual effects.
• Station types are based on the system and will not randomly change.
• Thargoid insults (gotta have those , although I’m not sure how they will be implemented when the Thargoid warship is under player control.
• Current count is 3875 systems, 7367 stars, 7210 tramlines, and 46591 planets (including moons)
In Development
• System information
• Cargo manifest and station trade screen
• Docking Computer AI (Almost done but need to match station rotation)
Not started
• Vipers/Defenders to launch from station
• Missile Launch from AI ships
• Save Game
• In-Station Trade and equipment purchase.
• Economy modelling.
• Passengers/Slaves AI
• Multiplayer Arena Beta version (might be able to get this running fairly quickly if I give it a fixed system).
• Player to player messaging and insults
• Station bulletin boards – this would be required so that the administrator can create missions.
• Game Physics - bouncing of ships/asteroids, collision of small objects
• Model/Texture download - if you encounter a new ship the game needs to download its model and textures from the server.
• Wormhole travel to a new system needs to download the textures for the planets and moons in that system. I currently have accumulated over 20GB of planet textures.
I will need to ask permission from Griff and Nosleep for the models and sounds before I can post any arena version for testing, plus whomever created povray planets, although I did generate a couple of hundred random planets/moons and mapped them to cubic projections. Gave me a headache writing that code.
Will try to post a few more images when I have time. (my screen capture doesn't do well with the transparency, so the images don't do justice to actual display)