Gameplay
The plane follows your controller’s physical position, so you control the plane with your hand in front of you, it’s more like playing with a model airplane than playing a game.
The current gameplay is minimalistic at best, the core mechanics are there though; fly plane, fire gun, hit enemies… It’s more of a look dev and tech project at the moment.
Tech
- Self-targeting bullets
- Character skeleton physics
- Procedural plane animations etc.
- Coordinate based Pilot interactions
- Thumbstick controlled missile
Houdini
Houdini engine controls terrain generation, texturing and the scattering of procedural trees. Flightpath is based on a spline, which also connects to Houdini engine to remove trees from where you fly.
- Character modelled, rigged and animated in Houdini.
- Plane modelled in Houdini.
- Both models textured in 3D-Coat
- Ground textures generated in Houdini
- Editable Heightfield based terrain generation
- Clouds made in Houdini
- Trees and rocks, albeit pretty simple are all autimatically generated in Houdini
Animation
The pilot and plane has a mix of procedural and keyframed animations. - Propeller speed - Rudders move ackording to angle and speed of movement of the controls. - Move plane close to face and interact with the pilot. - Move the controller too much, and the pilot is "out of commision" for a bit. "He's a bit sensitive to movement."