I finished Project: Wingman, and I started development of my own flight game in Unity. This game is exactly what I want to make! Even the browser support!
There is no objective after all targets are destroyed, so consider it a free flight! Landing is possible, but you have to find a very straight piece of land, fly at around 350 and descend very slowly.
It's beautiful. Sound is hissing, I guess buffer too small. Also, the satellite texture sometimes switches on off, depending on nose angle and on low altitude.
A wonderful game! Flight dynamics is based on smooth movements, probably through linear and angular accelerations or forces and torques. It's great that you chose this way of building a controllability model. This gives you the opportunity to increase the realism of the flight dynamics to the level of a good simulator.
It is unusual that such an interesting 3D project is made with Godot.
I will try to come back in the near future and give a more complete analysis of the aerodynamics in your game.
I appreciate your review! Flight physics are far from perfect, but the model itself indeed works as you described. It is very advantageous, since you get a lot of things for free, e.g. landing, taxiing and collisions. Realistic stratosphere / zero-g handling could also use the same model with minimal changes.
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I finished Project: Wingman, and I started development of my own flight game in Unity. This game is exactly what I want to make! Even the browser support!
sitting in class and found this, thank you, is giving me project wingman vibes
Awesome pilot sim! Where do I go after everything is destroyed? and how do I land
There is no objective after all targets are destroyed, so consider it a free flight! Landing is possible, but you have to find a very straight piece of land, fly at around 350 and descend very slowly.
Mad Electosphere vybes!
Super cool, intense game, the sound effects of the flight are quite good, ad overall a super fun game.
It's beautiful. Sound is hissing, I guess buffer too small. Also, the satellite texture sometimes switches on off, depending on nose angle and on low altitude.
A wonderful game! Flight dynamics is based on smooth movements, probably through linear and angular accelerations or forces and torques. It's great that you chose this way of building a controllability model. This gives you the opportunity to increase the realism of the flight dynamics to the level of a good simulator.
It is unusual that such an interesting 3D project is made with Godot.
I will try to come back in the near future and give a more complete analysis of the aerodynamics in your game.
I appreciate your review! Flight physics are far from perfect, but the model itself indeed works as you described. It is very advantageous, since you get a lot of things for free, e.g. landing, taxiing and collisions. Realistic stratosphere / zero-g handling could also use the same model with minimal changes.
you should create a second version of this so that there are more types of jets to fly, different missions, and more types of enemys.