Airship Hero - The Game Novel. Or the Novel Game.

After a very long while and testing a lot of other options (engines) Unity seems to be the one logical choice for me to push the development of a game close to my heart. I know everyone dreams about the game, everybody has an idea.

I’ve been always fascinated by flight. Not modern flight - the early idea of flight, with contraptions defying the obvious common sense and further away ever living in a world of their own, where the impossible seems magically possible.

At this stage I am not sure where it will lead. What I do know is that the game will not have brainless shooting. If you will, it’s an attempt to write a novel in Unity 3d.

In this **demo **you will see a very alpha prototype of the sense of scale and movement in the world of Airship Hero. The controls are still very basic at the moment ( I am busy with the other flight project here : )

Thank you for reading,

WASD for movement. Lshift accelerate. In full screen the GUI button doesn’t show up so you can’t shoot the rocket; X key is for slow motion.

The project is designed for tablets and smartphones with large resolutions but I won’t even go Pro and acquire licenses until I have a solid beta and get some funding for the project.

I like the style. Even textureless, there’s obviously a lot of potential there.

The fixed camera makes the size of your ship difficult to gauge, though, and I think the banking might be too fast. It looks really responsive at first, but then it seems like it takes forever to change direction. If it turns slowly, it should bank slowly too. Conversely, increasing the turn rate could match the banking for a light, maneuverable feeling.

Thanks for the input Daniel. I commented out the hud button responsible to changing the cameras, there’s a second one in the back of the airship. I will tweak back a bit the speed of the lean and sensitivity as well as the angles for now. However the controls are not entirely finished, I need to implement a ‘docking’ feature when I will add Steamer Pods and floating ports.

edit. fixed the camera button

I agree that the banking seems odd but the style is great and I really think you pinned the style you described. A very steampunk, magical kindof feel to it.

I can’t move…

It looks good overall, but if I could suggest anything, a little faster turning would be nice. And of course textures. Overall, it has some potential.

I like the idea of giant flying ships. Remember me of Last Exile:

Just 1 thing, since turning and movement is so slow have you considered using a “command” system like in star trek armada:

instead of keeping a button pressed to turn you just set a point to turn towards to.

Well, that’s a bit steampunk :slight_smile:

I can’t play the demo, though. It’s a problem I see often - pretty much anything but Blurst games just give me a page that keeps refreshing while telling me I must install the Unity plugin. Safari 64-bit. Something is up with the detection technique, I guess.

The controls on this demo are very basic, I left it like that and continued on with a full aircraft that does landing/take off. Once I finish the little details **there **I will implement the flight controls on this project as well, minus landing/take off (will require a different approach);