Airburner is an air combat game inspired in games like Hawx and Ace Combat and also old school simulators how F-22 Air Dominance Fighter.
I trying combine the best of 2 worlds, the the freedom of an simulator (full axes control, no cutscenes in middle of gameplay, no take control over the camera in mid gameplay,etc) , and the quick action of an arcade air combat game.
As i like to describe it, Airburner is a Fast pace air combat game where the player is always in control
The game is developed in Unity since August of 2017 , but i had to pause the development in 2 times to work in other projects to raise money. That's pause were a 3 months pause in December , and 2 months pause in July.
This is the first prototype that i had working in December 2017
In that stage the game barely worked because i was loading the whole world at the same time, which causes a lot of memory leaks and floating precision point errors.
In the second stage of the development, i started to address that problems making a custom Unity editor tool , that is basically a level streamer.
I took the whole world and divided in chunks, create a database with Scriptable Objects , and in runtime only load the tiles that rounding the player. Also when the player move from one tile to another , i move all world to the origin to avoid floating point precision error.
This is a video of this tool working after a week of development.
Since then, in the next two months , i created the editor tool set to be able create a level with the main tool. An editor tool that allows me load a specific sector, add models,waypoints,spawn points,etc, and save it to the database.
Also i created a proxy system for the transform component, maintaining the interface using hiding so i had to make minimum changes to mi current code at the time.
That proxy system for the transform was necessary because , streaming the level, there is a lot of element that no exist in run time at the time, but i need to know where they are, for example ,waypoints.
This is a screenshot of the current state of that editor tool. I have planned release it as editor toolset in the Unity Asset Store in the future, but i will need polish the interface for that.
This is a video demo that i made in july of the gameplay of the game with only air enemies at the moment.
Today , after that last pause i’m optimising my Level Stream tool to have extra performance that i could use for large draw distance or better details in general.
One of those changes is , detect which terrain tiles are visible in the camera, and don’t draw the tiles that aren’t visibles. Needs some adjustments but the result is promising.
Also at this stage , all the art (Sound,VFX,UI,3D models) in i consider it placeholders, because i’m not an artist and i made what i did that i can, but is not that i want for the game.
So the plan is when the game is in a more definitive stage of development, that reflect my original design, i will look to hire artist,UX designers,Sound Designers,etc.
I don’t do that now , because i don’t have the funds yet, so probably i will seek for funding o use my savings which i building right now.
In the mean time, i'm working in the VFX, this a video where i testing the first iteration of a prototype shader that i made with Amplify, for my Volumetric Explosion framework that i will be using in the game.