Lol, I think the issue is the width of them, they're about 1.4m wide and only 2.2m high, which is much wider than the average. This give the illusion that the door is really short, or the player is really tall.
Curious Dog Games
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Okay strange, one of these might help: Discord Support or How to Fix Email Is Already Registered on Discord
Yeah there's some stuff in the early design stage at the moment around procedural missions, campaigns, etc. I'm also thinking that the short missions might change as the date progresses, i.e. fly the big battle in 1915 and you'll be up against early war fighters, but fly it again in 1918 and you'll be facing late war fighters. I'd probably have an override too so that you could choose the date that you want to fly a mission, up to your current date, this way you could go back and fly against older aircraft. You should check out the discord server, I do almost daily updates and discuss ideas: https://discord.gg/UXnD7Q4UJ4
Hey thanks again for pointing out the issues with the credits, I believe I've fixed it up for this game, but I'm going to go through some of the others over the next few months as I suspect they might have similar issues.
Cheers, I'll give that a try.
Yes I believe you are correct. I don't think I properly understood the creative commons license when I made this game, and I had thought that crediting freesound.org was enough. One of the challenges I've had with freesound.org over the years is that it's been really hard to find the same sound again to credit the authors, especially if all I have is the audio file. Can I ask how you managed to track them down?
Yes this is the raid that I want to replicate.
By slower and more stable, I'm assuming you mean the aircraft handling? The next update makes further changes to the handling so it might be a good idea to wait for that version to come out, and then let me know how you find it. The landing is probably the same as the airfields will be 5 times the size, and it'll be quite a bit different compared to the current build. That said, for the build you'll be playing now you almost need to glide down the last 50 meters (~50 yards), and try to touch down near the beginning of the airstrip so that you have enough time to stop. The other thing is to make sure you flair just before touch down, i.e. level the nose so there's very little vertical drop, otherwise the undercarriage will collapse on you. One of the complaints about the current airfields is that they're just too short, and they're like trying to land on an aircraft carrier, but without the arrester hook. It should be much easier in the new build.
Ah okay, yeah the trick there is that you can usually out range the soldiers manning the MG's on the ground, and they have blind spots that you can exploit. If you can take out one head on, then you can usually work your way through the rest by attacking them from behind. There's a new mission coming out in a demo update this week where you can fly around attacking targets of opportunity, that only ends when you return to your airfield. There's also missions under development that specifically target convoys of trucks and trains.
Yes, sim-lite is probably a good description of the game, it's possible to play it like an arcade game if that's what you enjoy, but it's also possible to play it more like a simulator if that's what you're looking for.
I know exactly what you mean, but I think you're just discovering the challenges that ww1 pilots had with the very primitive technology available to them. For bombing they had very limited sights, and in smaller aircraft they typically relied on the mark 1 eyeball for aiming, possibly with a simple iron sight, or nail sticking out of the side of the fuselage. In practice I find the best technique is what I would describe as shallow dive bombing, where you dive at the target at a roughly 45 degree angle, releasing the bomb(s) just short of the target at the same time you start to pull out of the dive. Using this technique allows you to use the gunsight to aim the bombs, and is far superior to level bombing which is only really suitable for large area targets where accuracy doesn't matter as much. At some point I want to add a tutorial to help teach this as it's something that requires a bit of history knowledge.
The rockets used during the ware were also notoriously inaccurate, and were generally fired on mass. From my research the pilots appeared to have had two switches in the cockpit, one for each side which would fire all rockets on the relevant side with a small delay between rockets. I suspect that in practice they fired all at once to avoid the negative impacts on handling that would have existed if they left the rockets on one wing. That all said this is a game and so I've added an option to fire the rockets in pairs which you can find at the bottom of the preferences screen.
A Zeppelin model is under construction and there will be missions to attack them in the air, and on the ground. I'm also looking to add missions where you launch from a carrier and attack the Zeppelin yards as this really did happen, although I don't think any of the strike group returned. If you want to keep up to date with the latest progress then you can join the discord server here https://discord.gg/UXnD7Q4UJ4 where I post daily updates.
Thanks for the feedback. I completely agree about the amount of gameplay, as a game jam game this was only ever intended to have a very short playtime as that's all there was time to make. That said I feel this game does have more to give with a different level design approach.
That's a bit odd about the date, in theory it should stop increasing at 11 Nov 1918, I'll have a look at the logic to see if there's a way it can slip past this. My plan was to post it here in Itch first before looking at other sites, however I need to do a bunch of work to swap out the Steam services such as leaderboards, achievements, and statistics. For now my priority is releasing on one platform first before trying to post on any more, which is purely a time limitation.
Hey thanks for more great feedback. The game content is limited because it's just a demo at the moment, the full version will be released later in the year. Because of this the date does progress faster than it will in the full game, this is to avoid forcing players to have to grind away at the same missions for hours, just to be able to play all the aircraft available in the demo. I'm not sure what you mean regarding combat stretches beyond 11/11, as that is the latest date that you should be able to reach, however I don't prevent you from continuing to play and improve your scores, or try out new features as I release updates.
Just letting you know that I've pushed the Blue Sky Aces demo update out tonight, enjoy.
Hey thanks for posting that, I really appreciate it when people try to spread the word as it's so hard to get coverage with games, and every little bit helps. If you want to stay up to date with my progress you can check out the game's discord server here: https://discord.gg/UXnD7Q4UJ4
Yeah no worries
Excellent, there's going to be a big update to the demo sometime next week so keep an eye on it. Hopefully at some point I can finish the non-steam demo so I can post it on itch.io.
Hey sorry for the delay I had a busy week, here's the Discord link: https://discord.gg/UXnD7Q4UJ4
Yes I'm just in the process of setting up a discord server which will go public as soon as I get my next demo update out. I'll reply again later in the week with the details.
Hey thanks for giving it another try, and it's good to hear that the handling is better now. I must say that this was a fun project to revisit and I would like to have another go at something like this, however I'm currently really busy with my current game Blue Sky Aces. All of my games have been made solo up until now, but I'm coming to the conclusion that this isn't a good approach going forward, as the process just takes too long, and all your decisions are made inside a bubble. I'll have a serious think about your offer once I've finished my current game towards the middle of the year.
Ok give it a try now, it feels better to me but I'd be keen to get your feelings.
Ok give it a try now, it feels easier with the keyboard to me, but them I'm a bit biased as I've played it a lot. Still a shame I couldn't get the gamepad to work on the web build, it's way easier to play with.
Yes sorry I'd been playing with a gamepad during testing and hadn't picked up on the problem until the point I published it, and realized that the gamepad wasn't working on the web build. I do have an easy fix that I've tried and it works pretty good so I'll do another build later tonight.
Hey thanks for giving it another try, I think I've got a simple way of making the keyboard input a bit better so I'll put together another build sometime over the next few days.
Okay I finally got a new build up which has faster cars and slightly more interesting AI, however there's a whole lot I'm not happy with. The sound for one didn't seem to like the Unity upgrade so I'd suggest turning the volume way down, and for some reason the gamepad doesn't want to work in the WebGL build which makes it really hard to drive with keys. Have a go and let me know if you agree.
All good, it's been quite fun to revisit an old game. The cars in theory have the same specifications but the AI cars don't use full throttle or else you'd never keep up with them. The real solution is to have rubber banding, where they slow down when they get too far in front, and speed up when you get too far ahead. This keeps the racing close and much more fun. I'll see if there's something quick and easy that I can do here to put something basic in place.
Sorry I haven't updated the build yet, the project was on an old version of Unity which I had to upgrade so I'll need to do some more testing before putting it up.
Just a quick update, I have managed to increase the speed and it is much more fun, however I ran out of time last weekend to refine the physics and AI to handle the changes. I'll put up an update this weekend once I've got things running smoothly.
Hey thanks for the feedback. This is quite an old game for me now but from memory I think the throttle control wasn't smooth and the car physics didn't have any sort of traction control, which resulted in the cars becoming undrivable at high speeds. I know a lot more now about Unity's wheel physics than I did when I made this so if I get a chance this weekend I'll see if I can fix it.
Cheers
Thanks for your feedback, I really appreciate it. Yes I agree it does feel a bit wrong that this huge machine can be stopped by a little sand bag wall or a bit of barbed wire. I think the easy answer to some of these problems would be to simply make certain obstacles breakable allowing the mech to smash through them. In real life that's what would happen in many cases - assuming giant mechs are real.
Early on during the development I had issues with the size of the mech and navigating the terrain obstacles, I never really solved them due to time constraints, instead I just made the trenches wide enough that the mech wouldn't get stuck in them. I think some sort of procedural animation of the legs combined with placing individual feet might make this all feel a bit more realistic. This would allow the mech to step over larger gaps and obstacles, and maybe even step out of trenches, all without looking odd.
A great job at building suspense, I was just waiting for something to attack the whole time. The weapon locker puzzle was a bit confusing but the video further down helped, and like all good puzzles it does make sense, once you already know the answer. It was just a shame if finished just as things were starting to get interesting.
It was great fun watching the buildings get destroyed but it did lag terribly when it happened. The movement felt a bit slow but the mouse sensitivity seemed really high, but some of that was probably down to the lagging after hitting a building. Try breaking the buildings into larger or different sized blocks, a building made up of 10x10x10 cubes with a size of 1 is 1000 rigid bodies all created in an instance, where as the same building made up of 5x5x5 cubes with a size of 2 is only 125. What you could then do is have some of the larger cubes break again under high impact creating a similar effect with a bit more variety without maxing out the CPU.
It's a fun little game, definitely more involved and challenging than it looks at first glance.
Wow that's a real test of your multitasking ability, which I think I failed terribly. A really wacky and fun idea, nice work.
It looks really unique and is fun to play. The difficulty level felt pretty good, just hard enough to keep you trying but not so hard that you felt like you'd never win. My only criticism was that it was quite hard to judge the distance which made attacking and dodging a bit of a guessing game.
Thanks some good points there, time was partially to blame but in hindsight I could have done some things better with the level design. I decided to keep the game short and achievable for the jam but I'll release a harder and longer version after the voting ends.
I really like the artwork and the retro style, and very fun to play.
Some nice ragdoll physics but I would have liked to see some things scattered around the world for me to find to give me some purpose to keep going. A great start for your first game jam game.