The title of this article largely refers to myself attempting to use GIMP to throw together the UI art that you see in the above screenshot. I'm not primarily an artist, so I don't know my tools as well as I perhaps should. I spent quite some time throwing those things together. I eventually hit upon a very silly technique involving a lot of layer masking and GIMP's gradient generator which worked, but was difficult to control. I like the result, and now that I know how to do it I may use that technique again for later UI work, but only if I absolutely have to.
I'm sufficiently tired that I'm calling it and going to bed.
At this point, the player can control his "ship" (which currently is just a white cube) by pitching and yawing around. I think to simplify things I'm not going to add explicit roll control - when the player yaws, the ship will bank a little, too, just like in the games that inspired this one. I may also add barrel rolls if I have time, if only so that I can yell "DO A BARREL ROLL!" at my roommates if they do any playtesting for me. In terms of environments, the game shows water, two cloud layers, a lens flare representing the sun, and a skybox. The two displays at the bottom of the screen are an attitude display and a radar display, both of which I'm quite happy with in terms of polish. I might add an altimeter at some point, but since it isn't super-useful to the gameplay I have in mind (which is largely fly to specific points shooting at anything that gets near you), I may delay that in favour of more important things, like the weapons implementation and island terrain. I tried to work on music, but had no real inspiration tonight. I might do sound effects before music.
I plugged a game controller in on a whim and found the default control scheme Unity gave me to be rather intuitive. When all this is done, I might develop this into a split-screen console-like game. Maybe I'll get an Ouya to play with and see if I can get this running on there.