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Movement is so so, the real problem as Count_Crapula says is just weird.
You need to use a propper ocean/water shader.
I believe RTP has one that you can use.
It will calculate intersection with the terrain and create an alpha mask that will make the water look more transparent there, and build up foam there too, so it looks like the water is contained by the terrain not intersecting it.
I may be wrong though, it's a while since I last played around with RTP, but I remember using a decent ocean shader then, so I'd be surprised if it wasn't from RTP.
I'll be posting updates as I continue development. This prototype was made as a 48 hour exam project, I won't have time to do much until the rest of my exams are over though.
However alpha v. 0.1 will probably be a few months (it's ready when it's ready ;) ), there'll be a few prototypes/tech-demo's before that though, especially to nail the airship control. Airship control needs to be solid for the rest of the game to work.
I just downloaded it, and was kinda confused by the window only containing a toggle option. and I think the reason for this is that when devs hear the sentence "create game logic in their levels without writing scripts" they immediately think, "awesome! nodebased editing"
And after that I was about to write here asking about a tutorial but mid sentence I thought, wait what if they've already done that lets google, and I came across this on youtube
And I must admit I like the system, but it's really confusing when you get into it with a different expectation than what it really is =)
One simple idea would be to simply link your tutorials here.
Oh, and I also have to apologize for the code section, somehow the website had completely jumbled the formatting around, so I had to re-do-it =)
I apologize, in my haste to get this out to you guys I completely forgot to post the link to the website, that error has now been corrected.
Thank you and yes, its inspired by Sky Roads (by BlueMoon) i will be introducing new features to the game as i develop it, i have a few neat ideas already, but im always open for suggestions
I really like your style! was trying to do something similar my self, but it never got of the ground. anyway, looks really sweet, cant wait to play this one!
not a clone per say but when I first started out I admit that I got a lot of inspiration from a game called sky roads (which is probably the game your thinking of) Space tracks has evolved beyond that point though =)
Looks really nice!