Imagine a world where the villages of humans were scattered along mountaintops, and the world below was completely blocked off by an impassible wall of clouds. In a world like that, advancements in air travel would precede both land and sea. This is the kind of world that Aero Empire is set in.

In this world, the player can rise through the ranks, from a lowly gunner manning a turret aboard an airship to the commander of several airships, ordering the crew of your own airship and the captains of the airships in your squad.

Aero Empire is a cross-genre game, incorporating elements of role-playing games, shooters, flight simulators, and squad combat. Production on the game started November 25th, 2008, and is scheduled to release by the end of 2010, and a potential sequel focusing on nation management may come later. The single player version will be free to download and play, with no restrictions.

If you have any questions about the project, feel free to contact me, or stop by our IRC channel at #AeroEmpire@irc.dal.net.
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Hey Everyone! I've been quiet for a while, making smaller flash game projects and experimenting with ideas after Aero Empire fell apart, but I have recently started three things that I would like to share with everyone.

Fancy Fish Games - Following the recent success of some of my small flash game projects, I have decided to start a small, indie game studio called Fancy Fish Games. In the studio, I plan to catch some fancy ideas and make some interesting game projects. We already have a few projects planned, and two in the works, and I look forward to presenting them to the community soon.
VIDE - VIDE stands for the Vectorized Image Deformation Engine, and is a new tool I'm working on for future game projects at Fancy Fish Games. Like the name suggests, it's an animation program that can take an image and deform/animate it. The early results look nice, and it is written entirely in HAXE/NME.
The Legend of GameDev - My new indie game dev blog, which you can read here: Davidmaletz.blogspot.com. I have already written two posts detailing how VIDE works, and plan to talk more about my future game projects and Fancy Fish Games.

I also have plans and a new design document for a revival of Aero Empire, but I don't want to get anyone's hopes up while I still haven't solidified it or started working on it. Feel free to follow my blog for updates on that, as well as the current technology and games of Fancy Fish Games!

Project on Indefinite Hold

Project on Indefinite Hold

News 10 comments

Results from the writing contest are in, however, we have some bad news to go along with it.

Planetary Rings

Planetary Rings

News 4 comments

All graphical features have been successfully ported to Irrlicht, including some new effects like Planetary Rings.

The Aero Empire Writing Contest!

The Aero Empire Writing Contest!

News 12 comments

We're looking for a Lead Writer to join our team, and we're holding a writing contest to find one! Do you have what it takes?

Project Revitalization

Project Revitalization

News 22 comments

Major changes and lots of progress going on at Aero Empire.

Menu / AE Test

Menu / AE Test

Other 6 comments

The Menu / AE Test allows you to download and run Aero Empire's current engine, with options to enable and disable effects, and tweak the environment...

Model Viewer

Model Viewer

Graphics Tool 1 comment

The Model Viewer tool allows entire scenes to be viewed using Aero Empire's rendering engine.

Post comment Comments  (60 - 70 of 125)
aloha2436
aloha2436

Ships below the twilishpere in expansions, eh?
How about submarine types?

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Timmon26 Creator
Timmon26

Designing a craft to fly in the Twilisphere would take some thought. The Twilisphere is super-dense, yet non-liquid, an environment never explored in a video game or even in the real world to my knowledge. The only place like it is the lower atmosphere of Venus.

Such an expansion isn't even on our radar at the moment. Like any zero-budget indie project, our main goal is simply getting the game working and finished with as few problems as possible.
We're trying to keep from getting ahead of ourselves; a game this ambitious will only be finished if we take it a step at a time.

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Djehuty
Djehuty

Im starting to love this more and more :D

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aloha2436
aloha2436

Okay, thanks. Really interesting though.

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aloha2436
aloha2436

Wow, I am really stunned by what you are trying to accomplish, and by the look of it, this is going to work! Hell, if you really wanted too, you could go commercial on this game.
This is like, revolutionary. I had a similar idea myself once, just with trees instead of mountains. I may even learn to code just to help! P.S. newb question, what code?

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aloha2436
aloha2436

please excuse that comment i was getting a bit exited

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terra0nova Creator
terra0nova

That's ok! Comments like that are nice and help motivate us. It's great to hear that people are as excited about this game as we are.

As for your question about what code - did you mean what programming language? Aero Empire's game engine was written from scratch in C++ - but if you're learning programming, just learn programming principles, and you'll be able to pick up new languages easily (just have to learn new syntax), so you wont be restricted based on what languages you know.

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budric
budric

My god it just gets better and better. I was getting scared between updates. :C
This is the sort of game I've been longing for over several, several years. I have "some" experience writing, but nothing I can really show off, but let me know if you need anything, and I'd be more than willing to throw some stuff your way, guidelines dependant, of course. In any case, I'm excited as all get-out about this game! MP especially will be wonderful no matter how you handle it, I'm sure!

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Cjslayer16
Cjslayer16

This looks like a great idea :) I hope you guys have the best of luck with this as its an amazing idea :)

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like.dinosaurrrs
like.dinosaurrrs

wow, this looks great

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SinKing
SinKing

I'm wondering if you'll incorporate some kind of radar, or spotting system. Regarding the distance and height between airships it seems difficult to know if you're dealing with enemy or friend, unless you come up close enough.
I personally think a couple of birds on board of the ship would be perfect spotters. you could just send them to a ship and when they land on it they'll tell you its "color". If it's one of yours they would just return to your ship. Otherwise they would return (respawn), after giving a cunning enemy captain a chance to tell his ship has been spotted by an enemy - because the birds are piling up :)
It could also be imagined to have "upgradable" birds with offensive capabilities, which can overwin enemy spotters in their own type of ai-duel.
Of course I am only going crazy again with total disrespect for the amount of coding involved, but since this is an airborne game, I believe AI creatures would add a nice touch and it seems logical they play an important role in the kingdom. I still love your project very much!

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terra0nova Creator
terra0nova

We will definitely have birds in the game, and they could easily be the means for communication and determining whether a ship is friendly or not (as there is no radar). It wont be impossible to tell friend from foe just from sight, as ships from different nations will have a different "base coat" of paint to distinguish between them. But for far distances, scouting and searching clouds (as you can hide in clouds), trained birds could add an interesting aspect to gameplay - I'll have to think about that. However, having upgradeable birds and battles between birds is going a little too far - maybe in an expansion.

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Hamtaro
Hamtaro

How about bigger flying non-player-animals, like sky-whales or something?
Reminds me of the world in the movie "Battle for Terra" (or later know just as "Terra") with wooden flying machines and so on.

Anyway, looks really nice and interesting, I'm tracking this one.

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Aero Empire
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Aerosphere Studios
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