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TRAPPIST Launch

  • 3d
  • space
  • rocket
  • simulation
  • builder
  • arcade
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. space cat star built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about TRAPPIST Launch yet. Play it, then tell space cat star what you would add next.

Make your own game

TRAPPIST Launch was built by space cat star with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix TRAPPIST Launch opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for TRAPPIST Launch

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-based 3D game titled “TRAPPIST Launch,” styled as a minimalist Kerbal-like rocket tinkering game in a dark space setting. Use a starfield of many small blue-white points on a nearly black background, soft translucent dark glass UI panels, pale blue/white text, rounded buttons, and simple low-detail Three.js-style geometry with ambient directional lighting.

The initial screen is a system map. Show a horizontal lineup of seven colored spherical planets labeled b, c, d, e, f, g, h, with thin faint orbital/ring circles. Planet d is the launch origin and its label has a clear blue underline; it also has a stronger blue ring highlight. Put a large warm orange star partially off-screen at the far left, with a subtle oversized dark/warm glow behind it. The planets rotate very slowly. Allow orbit-style camera viewing on the map (damped orbit controls, no panning, limited zoom), but keep the lineup prominently visible.

At the top, place a fixed translucent dark header spanning nearly the width: bold “TRAPPIST Launch” on the left, an initially empty status area, and buttons “Build (B)” and “Reset (R)” on the right. At the bottom, show a fixed hint bar. Initially say: “Map: click a planet to set destination. Press B to build. Planet d is your start (underlined).” Clicking any planet other than d selects it as the destination, highlights it with a slightly stronger pale-blue ring, and updates the status to “Destination set: [letter].” Clicking d reports that it is the starting planet and cannot be selected as a destination.

Press B or click Build to open a centered, dark translucent “Build Your Rocket” panel. The panel has a header explaining “You need: Capsule + Fuel + Engine,” a Parts section with buttons Pod, Fuel, Engine, Booster, Decoupler, Fins, Parachute, and a red-tinted Clear button, plus an ordered Rocket Stack list. Each click appends that part to the top-to-bottom stack and rebuilds a simple 3D rocket preview. Include a Stats section showing Dry mass, Total fuel, Total thrust (all engines), Rough TWR, a textual stage breakdown, and a green “Launch-ready” or red “Needs pod + fuel + engine/booster” status. Include a Destination block showing From: d, To: the selected planet, and Mode: Kerbal-ish launch. The “Rollout & Launch” button is disabled until the stack contains a capsule, at least one engine or booster, and fuel or a booster, and a destination other than d is selected.

The default stack on startup should visibly/behaviorally be Pod, Parachute, Fuel, Engine, Fins, with its fuel filled. Parts have these approximate gameplay values: Pod mass 1.8; Parachute mass 0.3; Fins mass 0.2 and stability 0.35; Fuel Tank mass 1.1 and 10 fuel; Engine mass 1.0 and thrust 16; Booster mass 0.9, 7 fuel, and thrust 22; Decoupler mass 0.35. Compute dry mass and total fuel from the stack. A rough TWR is total thrust divided by full mass, normalized by 0.85. Stages are inferred bottom-up around decouplers and list engines, decouplers, and fuel.

Render the assembled rocket from simple primitives: a pale capsule at the top, blue cylindrical fuel tanks, dark engine bells/bodies, dark boosters, gray decoupler rings, pale fins around the lower rocket, and a red parachute pack near the top. The build preview itself can remain centered in the scene behind the UI.

When Rollout & Launch is clicked, hide the map and build panel and show a launch view. The launch scene is a large green stylized planet horizon/sphere filling the lower background, centered below the rocket, with a faint blue atmospheric shell, a dark circular launchpad with a pale-blue ring stripe, and the assembled rocket sitting on it. Use a follow camera looking at the rocket from behind and above. The launch starts with zero throttle, zero velocity, SAS on, and the rocket upright. Display launch instructions in the bottom hint: “Launch: Shift/Ctrl throttle • Space stage • A/D steer • T SAS • Z full • X cut • R reset”. The status should show pad instructions such as “On the pad — throttle up with Shift, then Space to stage/ignite.”

Implement playable vertical-flight physics. Gravity is about 9, atmospheric drag applies below an atmosphere height of 55, and reaching altitude 70 is the win condition. Shift raises throttle gradually, Ctrl lowers it, Z sets full throttle, X cuts throttle. Space is an edge-triggered staging/activation action: it starts throttle at least around 20% if currently off; if fuel is empty and a decoupler exists, discard the stack below the lowest/bottom-most decoupler and rebuild the rocket. If a parachute exists and the rocket is descending below altitude 40, Space deploys it once. A/D applies steering torque/pitch, and T toggles SAS; SAS damps angular velocity and tries to hold the rocket upright, while fins provide additional atmospheric stability. Fuel burns while engines are throttled, with thrust acceleration based on total active engine thrust and current mass. Show a tapered orange/yellow flame beneath the engine whose opacity and length respond to throttle, with a little animated flicker.

During flight, continuously show a compact status readout with altitude in meters, vertical speed, current fuel/max fuel, throttle percentage, and “SAS ON” or “SAS OFF.” The camera smoothly follows the rocket as it climbs. Keep the launch planet slowly rotating. At ground level, a hard impact (vertical speed above about 12.5 or overall speed above roughly 13.75) ends the flight as “CRASH!” and the hint says to press R and try fins, lower throttle, and parachute for landing. A soft ground contact should stop downward motion. At altitude 70, end successfully with status “Space! You made it out of the atmosphere.” and a hint explaining that orbit/transfers to the selected planet could be added next, plus “Press R to go again.” R always resets to the map, restores map camera/UI, hides the launch scene and rocket, and preserves the selected destination. Add subtle synthesized UI, staging, launch, win, and lose sounds, triggered after user interaction, without making audio central to the experience.

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