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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3 comments by terra0nova on Jul 27th, 2012

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!

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Menu / AE Test

Menu / AE Test

Mar 10, 2010 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

Jun 1, 2009 Graphics Tool 1 comment

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

Post comment Comments  (70 - 80 of 126)
SinKing
SinKing Jun 26 2009, 4:36pm says:

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!

+1 vote     reply to comment
terra0nova
terra0nova Jun 26 2009, 6:04pm replied:

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.

+1 vote     reply to comment
Hamtaro
Hamtaro Oct 24 2009, 9:09pm replied:

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.

+1 vote     reply to comment
Darthlex
Darthlex Jun 21 2009, 3:57am says:

I was just sitting in my dark cookie-less corner over here, and began wondering ... Will you guys release modding tools? What springs in mind to me, the second i see this, is Final Fantasy (as in, the airships) then there's other things, such as Avatar: TLA (God, i love that!) .. Ok, I am slowly derailing here.

So, anyhow, that got me wondering, will it be possible to modify the lovely little engine you made there, Terra? Or is that one of the almost already non-existent strings you are setting on your generosity?

And thank you, for sparkling up my hopes about the writing, I'll gather some of my work and throw it at you the second you ask .. Or before you ask perhaps, and then just throw it harder!

- Still, Kudos to the whole team for their damn fine work.

~ Alex.

+2 votes     reply to comment
RedOwl
RedOwl Jun 22 2009, 12:02am replied:

thanks for the kudos Darthlex. Here, have a cookie. ;)

+1 vote     reply to comment
terra0nova
terra0nova Jun 21 2009, 1:04pm replied:

I'll definitely be releasing modding tools for the game. I definitely want to support modders for the game - as modders can add a lot of new intrigue and content that weren't added or weren't thought of in the original game. Right now, I have planned a large revamp for the model viewer that will turn it into basically a map/model editor and converter of models into the game, and I will also release more tools as the game gets closer to completion.

Also - if you know C++, I will eventually release the game's engine (see the Cumulonimbus Engine page), giving modders the ability to program new content into the game, and game makers the ability to make new games using the engine.

I'll keep you posted on that, but first the game has to be further along in development :) .

+1 vote     reply to comment
Kage.Ookami
Kage.Ookami Jun 20 2009, 7:43am says:

can we do MP LANs?

+1 vote     reply to comment
terra0nova
terra0nova Jun 20 2009, 1:28pm replied:

A multiplayer version (both over internet and LAN) is planned as an expansion, however will not be a part of the original free single player version. The multiplayer version will be similar to the single player version, except that many people over LAN or Internet can join the same world and work together or against each other. The limit for number of players in one world will be a lot higher than 8, but unlike an MMO, the world will not be persistent (can be saved loaded, but doesn't continue when the host is away), and everyone joins at the same time.

+1 vote     reply to comment
Sputmint
Sputmint Jun 17 2009, 2:15pm says:

Wow, this'll be a eye-smacking game when it comes out!

+1 vote     reply to comment
RedOwl
RedOwl Jun 22 2009, 12:03am replied:

Thanks very much, Vuletrox. I'm very excited for the release myself. :)

+1 vote     reply to comment
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Aero Empire
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Aerosphere Studios
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