So this is the first real playable version. Multiplayer, two teams, a bunch of islands in the Pacific, you're flying planes and bombing things, and there is a win state.

Game name is still subject to change. A lot of the models are placeholder/purchased - that's fine for now, the goal of this release was getting the loop working and starting to get feedback, not making it pretty.

There is still a lot to balance, things will be broken. Please use the forum to report issues or request features, I will actually read these.
Basically IL-2 Sturmovik 1946 with a bigger war wrapped around it. Big maps, lots of players, minimal UI, you find the action by flying toward the smoke. The bit I care most about is making the logistics matter, defending your ships and attacking theirs is how you win.

I'm aiming for an ongoing campaign rather than a 10-minute round. Islands get bombed, invaded, captured, rebuilt, lost again, and you're cycling between fighter, bomber, eventually a destroyer captain - whatever the war needs that hour. Whether any of this actually plays out the way I'm imagining is the big open question, but the first step is releasing something and getting feedback, we are starting with planes first.
Realisticish flight dynamics - I ported the flight physics over from an old Unity project I had. There's currently a P-40, a P-38, a TBF Avenger, and a Ki-49 (level bomber with a bombsight). They all handle a bit differently. Still lots to tweak, with flying I think the air feels "too thick" currently.

Realistic damage - Every plane has zones for the wings, tail, engines, fuel tanks, and cockpit, and bullets/bombs route by where they hit. Take a fuel tank hit and you start leaking. Engine fires that burn long enough destroy the engine. Lose a wing and the mesh actually slices and falls away. Hit the cockpit and the pilot's done and the plane glides itself into the ground at whatever throttle you left it at.

Islands you actually fight over - Each island has an airfield, beaches, a dock, and bunkers. The win loop:
  1. Bomb the enemy bunkers down to 60% destroyed, an invasion fleet auto-launches from your nearest friendly island.
  2. Ships sail in, land at the beaches, drop tanks.
  3. Tanks roll toward the capture point while bunkers shoot artillery arcs at them.
  4. First tank that reaches the airfield flips the island.
  5. Lose all your contestable islands and you lose.

Supply ships - They periodically run to your damaged islands and trucks roll out to repair bunkers, so you've got a reason to escort them and a reason to sink theirs.

Bots - Since this game is brand new, when the server isn't full, AI fills out both sides with their own planes and picks island targets (no bombing yet however). They aren't great pilots but they make the map feel alive when player counts are low.

Requisitions system - Players have personal points that gate spawning the heavier aircraft. You start at 0. Earn them by killing planes, bombing structures, and landing safely. Combat earnings stay *pending* - if you crash or get killed, you lose them. Land at a hangar and they bank for real (and you get your spawn cost refunded). Belly-land somewhere off-airfield and you bank a portion based on how close you got to a friendly island. Splash into the ocean carefully and same deal. Crash hard and it's all gone. There's a small passive drip too so you're never completely stuck. Subject to balance changes.

Dedicated server - Already running one. Ideally I would like to see this become more of a persistent war in the same vein as Foxhole, unsure how or if that will actually shake out.
All of these are subject to change, and may not happen at all. These aren't in order of release, just dumping thoughts.

  • New custom plane models and really new models for everything. Cockpits included.
  • VR support.
  • Controller support.
  • Supplies (per-island team currency) - Each island will have a supply pool. Spawning draws from it; cargo ships refill it. Right now spawning is gated only by personal requisitions - supplies adds team-level pressure and gives ship players an obvious reason to escort and intercept transports.
  • Capture credit + escort credit - Currently kills, bombs, and safe landings are the only earn paths. Want to add credit for contributing to an island flip, and a share of a bomber's payout for fighters that flew near it during its sortie.
  • Radar stations - Destroyable, rebuildable, show enemies on the map within their radius and trigger air raid sirens on the island they protect.
  • Player-controlled ships. Surface ships first (destroyers, cruisers), then submarines later. Not sure if we make it to that, but that is the dream. They may not be fun to even play, only one way to find out.
  • Resource economy (V2) - Some islands have oil/steel. Production is automatic, transports carry it home, and resources convert into team-wide buffs (faster repairs, more invasion forces, higher-tier aircraft cheaper). This is where convoy raiding becomes a real activity and submarines (if they happen) get their natural slot.
  • Aircraft Carriers
  • A starting menu / tutorial - Right now you just spawn in. Need a simple "here's what you do" overlay with maybe pictures or videos.
  • More aircraft
  • European front...?
people
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