Fast paced Aerial flight action game for PC. _ Twitter : @RB_Dev2 _
https://rb-d2.itch.io/wingman _
wingmangamedev@gmail.com
Something Unusual
Tried a few interesting new workflows in blender and it turned out great! I should be able to churn out new assets (not just planes) much quicker than before with the few things I discovered today.
That being said, this plane is still WIP and we haven’t decided what to call it yet.
A new patch for the Project Wingman alpha demo is here! This will be the final update to the demo as now we need to fully focus on the 1.0 release of the game.
This update mostly contains QoL and Bugfixes submitted by the community. I’ve made sure that there is nothing gamebreaking in the demo but if there are any bugs be sure to let us know about it!
I will certainly try my best to keep this blog updated now that the ball is rolling again on development after the Kickstarter. And again I can’t thank everyone enough for all the amazing support and the feedback all of you have provided. It really makes me happy that a lot of people are enjoying the game even at its early stage right now. I hope this update can improve your experience in the game while you wait for the final release.
Thank you so much everyone!
Update Highlights:
Allied Kills
Allied on enemy kills now net the player 40% of the original enemy kill reward. It certainly makes sense especially with the introduction of Conquest mode where money means everything. A new column has also been introduced in the Scenario debriefing screen to accomodate for all the kills your allies has done.
Airship Hit Detection
Hit detection on the airship has been significantly improved. Now missiles and gunshots that should hit airship components will actually hit the components instead of hitting the airship hull. The old hit detection method wasn’t suitable for components with multiple collision nodes so close in proximity to each other. So the missile and cannon hit detection has been slightly altered to accommodate the new requirements the weapons need now.
Radar Overhaul
The radar has received a bit of a facelift and functionality improvements! Now the radar zooms appropriately depending on the distance of the player to the target. It’s not final yet as the UI as a whole could still go through a few iterations to improve its look.
Guns Guns Guns
A small little change yet in my opinion adds so much to the overall feel to the game. Enemy Fighter jets now can fire their guns, so be careful when going head on with the enemy!
Additional Configurations
Added a few more options such as Mouse Controls (Still Experimental) in the Controls section and Preferred Camera view in the Gameplay section.
Conquest Balance Changes
Various changes to the balance in Conquest mode has been implemented to reduce the difficulty spike within the game mode. That being said the gamemode is still quite difficult, but it should feel much fairer than the previous iteration of the gamemode. Please check it out! The final boss encounter has also been changed slightly so let me know how that goes!
Hangar + Conquest Hangar overhaul
The hangar has received a few layout improvements along with homogenization of the UI between the default hangar and Conquest hangar. This should make the whole interface more consistent and more intuitive as now they both use the same look and functionality.
As usual, I hope it meets your expectations! Please send your feedback through the channels we’ve described in the Project description page.
Thanks for all your support everyone! I hope the game gets to where it needs to be with all your support!
Don’t forget to try out the new demo full change log coming soon. And be sure to leave a feedback and/or bugs you encountered during your playthrough. I’ll work on fixing them ASAP.
I haven’t posted in a while. Still working super hard on the next demo. I’ll keep you guys updated on it when there’s a new development. In the mean time, here’s some footage + shots from the latest internal build of the game.
In collaboration with Simul (trueSKY dudes), Project Wingman will be making an appearance at GDC 2018 with VR! Check out the Simul GDC Booth to demo Project Wingman with VR and TrueSKY!
Decided to go the whole way with the controls menu. Curves and Deadzones has been implemented into the current internal build! It also comes with a calibration screen which allows you to check the input the game is receiving so you don’t have to go back and forth between the game and the pause menu to get your controls working.
The rebinding screen has also been reformatted so that it goes horizontally instead of repeating values on a vertical axis (i had no idea what i was doing back then). With the inclusion of the calibration screen on pretty much every category. Rebinding should be a lot easier.
Side note : The issue involving some joysticks where it unbinds at the start of the game has been fixed! It will be released alongside the next major update so please look forward to it!
The cockpit for the aircraft based off the AJS-37 has received the first model and texturing pass! Tried a lot of new things with the modelling and texturing workflow for this mesh, and I must say the turnaround time with the new workflow is much quicker and allows me to have quite a lot of flexibility in the texturing process. I’m glad I spent the time trying new things this time.