Project Gunship is an immersive single-player simulation experience that allows the player to rain hell onto the enemy from 12,000 feet.
Hello again! Another month of dev gone and I've got some content to release, along with some needed improvements/tweaks; plus an exciting look into the future.
Gunnery Updates
One of the big features from the last update was changes to how gunnery worked in game and after receiving a lot of feedback, I’ve began reworking this again. Previously, I had incorporated an exaggerated effect on munitions trajectories, depending upon the firing geometry relative to the aircraft. The goal of this was to be a step in the direction of more realistic ballistic trajectories that real life gunships must constantly deal with. I’d guess maybe half of the player base was happy and interested in this change, while the other half was confused and frustrated with how it changed the gameplay.
In response to this, I’ve decided it’s most important to allow the player to decide how the game plays. The player will be able to choose a simple, advanced, or customized gunnery experience in the options menu. Here is a rundown of these:
In this current update, the “Simple Gunnery Mode” is the only available setting as I am still working through the intricate aspects of implementing the advanced ballistics. An important part of this is providing the necessary tools (data points in the fire control computer UI) that allows the player to make educated guesses on trajectories. Turns out (duh), these kinds of data points require complex math formulas to solve and I’m working on this. At the same time, it is about twisting the game engine in the right way to produce accurate simulations. Unfortunately, this isn’t something that is just ready out of the box, so to speak.
Another important change is regarding the “impact indicator,” as I’ve coined since the beginning. This little icon in the HUD, I originally hijacked to represent the point in world space where munitions would impact. The game simply would do a boresight line trace from the activated gun and display that location in the world on the screen. However, this indicator is meant to simply provide reference to the sensor operator where the slaved weapon is in its traversal range. As the indicator approaches and moves off the screen, the guns are no longer slaved to the sensor’s view as they’ve hit their traversal limit.
I’m pretty sure this change will cause some players some grief as they’ve become accustomed to utilizing this as the aiming point, but the goal is to bring the aiming point back to the center of the crosshairs. Hopefully if you are one of these players, you don’t experience too much whiplash from the change.
Gunship Updates
Another important change this update is implementing the AC-130E “Pave Aegis” and AC-130H “Spectre” gunship variants. In history, much of the changes from variant-to-variant included improvements that were extremely important in real world operations but have little to no gameplay substance (an example would be improved aircraft specifications or fire control computer improvements). So, part of the challenge is creating enough distinction between these variants to allow for unique gameplay.
As development progresses, we may see other additions or tweaks to these, but I’m relatively happy with the differences between them as it provides some individualism and uniqueness. The double 40mm Bofors cannons is quite entertaining.
Work in Progress on New Maps and Assets
My original plan was to build out all the scenarios in a particular conflict, then move on to another, but I think adding more variety and the ability to use the other gunship variants is more important. So, I’ve been working on two new maps. These are very early in development so a lot will change by the time of release. I've spent a good amount of time on asset creation and now starting to put the maps together. Here is a quick look at the early progression:
Middle East Urban Map (Operation Iraqi Freedom)
Ho Chi Minh Trail (Vietnam War)
As soon as these maps are completed, I’ll release them with a training scenario on them initial, then begin working on scenarios.
To conclude, be sure to reach out if you have any suggestions, questions, or bug reports. I’m always happy to talk about the game and will continue to work hard to bring more content each month. Hope all is well with you all and I’ll see you at the next update!
It’s been quite a while since I’ve talked with you all last and it’s been for good reason. I hope you didn’t think the project got abandoned because...
We are approaching launch into Early Access and we couldn't be more thrilled! Thank you for all of your support to get to this point!
I've been in the process of testing destructibles; here are some videos showcasing the destructive power of the AC130 gunship.
With the finish touches done for the infestation game mode, I've moved on to creating scenarios for the initial release.
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Any updates on the scenarios that were supposed to come today?
Looking great so far!
Sick its like the Mission of the death from above on mw4
Awesome can't wait for this to came out :O
Working hard to make that happen ASAP!
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This looks amazing. I loved that mission in CoD4 MW. Such a breath of fresh air.
Money is ready dude. Fingers crossed it pans out for you!!!
I appreciate that! I'm still on track to have the early access release at the end of March. I'll keep you all posted on that!
👍
Thanks for the support!