Imagine a world where the villages of humans were scattered along mountaintops, and the world below was completely blocked off by an impassible wall of clouds. In a world like that, advancements in air travel would precede both land and sea. This is the kind of world that Aero Empire is set in. In this world, the player can rise through the ranks, from a lowly gunner manning a turret aboard an airship to the commander of several airships, ordering the crew of your own airship and the captains of the airships in your squad. Aero Empire is a cross-genre game, incorporating elements of role-playing games, shooters, flight simulators, and squad combat. Production on the game started November 25th, 2008, and is scheduled to release by the end of 2010, and a potential sequel focusing on nation management may come later. The single player version will be free to download and play, with no restrictions.
This video demonstrates early work on the physics engine, showing off the four forces of flight (lift, gravity, thrust and drag), and also buoyancy forces for the airships to be able to float. The video shows a Gyro (WIP - the wings have not been fully modeled yet) glide down and then swoop up into the air, and then pans around an airship floating up into the atmosphere. Audio track by Scott Lord, composer for the project.
nice audio =D
Thanks. I think the song fit very nicely as well - I added the audio after the video was made, so none of the theme changes in the song were planned to correspond with the video, it just worked out that way :) .
Also - I would just like to note that the thumbnail chosen for the video was pretty bad, most frames look better - but that is unavoidable when thumbnails are auto-generated.
Wow!!! This looks amazing! Nice job to all involved!
This is great.
I want this engine D:!
nice video, love all the effects - tracking.
This game looks absolutely lovely so far, I love the audio.
whoa looks good but thats must be a wip cause you can obviously see the map edges all the same great game tracking
Yea, right now the twilisphere is just a box, and so it has a clear edge to it which it shouldn't. The twilisphere should also have some noise to it, as it shouldn't be flat. For the edges of the scene, I could either add code which simulates the twilisphere as infinitely large going off into the distance, or I am also contemplating adding sections of the map there, where the scene is just a small section of the map, and if you run off the edge of the scene, you "retreat" to the world map view. In that case, the edge of the scene would be clearly defined.
Bernoullian and Newtonian Lift too?
I'm using thin airfoil theory, which is Newtonian Lift only: En.wikipedia.org . I don't take into account the difference in air pressure above and below the airfoil.