Comments (4)
when will this be released
Controls
I - Engine starter motor
R - Increase throttle
F - Decrease throttle
WASD - Flight controls
N - Exit cockpit
H - God mode (fly around on your own, can only be toggled when not in a plane)
Right click - Enter cockpit
Q/E - Yaw
B - Wheel brakes
G - Toggle landing gear
ENGINE START:
Add a bit of throttle with R, then press I to engage the starter motor for 3 seconds and startup should happen automatically.
Shutdown simply requires lowering throttle under a certain threshold.
LANDING/TAKEOFF:
In the cockpit you will find 3 landing gear indicator lights. These correspond to left main, tail wheel, and right main gear. Here's how you read them:
Green - Down and locked
Red - Extending/Retracting or not yet locked
Off - Retracted
When retracting, it's a common issue for the gear to not get fully retracted due to the motor not having enough torque, leaving the indicator lights on red. The best solution is to pull some negative G's to force the gears into their hubs.
During takeoff, make sure to utilize yaw to keep your plane on the centerline as much as possible. The plane has a natural tendency to swerve off the runway, so you'll have to apply full rudder in some circumstances.
Overview
Skybound is a low poly game where you fight against AI bots using every single weapon/tool/vehicle at your disposal, inspired by Battlefield.
Core mechanics include:
Controlling of vehicles
Active ragdoll physics
Destructible vehicles and objects
Water physics
Flight physics
Roadmap 2020
Real world units for physics systemDrag simulation issue (drag seems to only affect the X-axis)Joint flex issueSome editor improvements (making specific objects like seats easier)Floating origin fixModular gauges (supporting both specific and prefab avionics)Control surfacesLanding Gear FixCharacter shooting and animations
Character adaptation to vehicular occupation
Joystick animationRe-introduction of water system (visual and behavioral)
Onboard Gunnery System
Improved Bullet VisualsB-17 avionics and instrumentation
B-17 full damage model
Advanced Fire & Smoke (glowing fire + sparks and shaded smoke)Propeller sound based on RPM
Dust kicked up from thrust
Voronoi fire (expanding spheres model)
Air raid sirens
Wind noise based on speed (muffled when in cockpit)
Roadblocks
Drag simulation flaw leading to a positive feedback loop
Concepts
Turbocharger/supercharger component
Engine performance based on altitude
AI Pilot raycasting towards player
Engine overheating under full power
Hangar view with visible fuel lines, engine etc
Mesh-projection: Allows the joints to flex. Since the mesh is always projected into the correct place. Requires separate mesh object though. Joints should be snapped back in place every world repositioning event.
Temp-projection: Temporarily enable projection on every joint once the world reshift happens.
Sirens, searchlights and barrage balloons
Airborne Cinematics System
More appliance of delegates(passing methods) in codebase
Underwater bubbles
Part system should use arrays for optimization
Active 3D sound system for large sounds. Should be simple with just one player. Collider expands at the speed of sound and plays a sound when it hits the player, then deactivates itself.
Stylish high altitude clouds
Gunsights
Visual shrapnel particles from bullet impacts
Bullet impact sprite entities
Media
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