Posted June 10, 2019 by Jon Coughlin
Hello, World; the Roger Meatball devlog lives!
I am in a hotel room, 1/3 through my twenty hour drive home from Orlando, and I just uploaded my Flight Sim Expo build expecting I recruited a couple new players. FSE 2019 was a fantastic show and I left flattered that so many people played my games and shared kind words and encouragement. If we met at FSE the last two days, thank you and please say hello :)
The Game I Showed
My FSE build was intended to represent a final prototype of both Roger Meatball and my personal style of flight simulation in general. This weekend gave me more time than I have ever allowed myself to put into words my vision for a flight simulation by Jon Coughlin. I want to make games about flight that are mechanically and aerodynamically sound and deep, but accessible to players without the hardware or ground school overhead of serious flight simulation. The winning formula seems to be robust physical simulation, high-fidelity flight instruments, and charming/disarming presentation.
Roger Meatball, today, is an hard but playful game about learning to land a plane on an aircraft carrier, and it plays with a gamepad.
Near-term Features to Consider
Bugs and Deficiencies (High priority)
These lists are by no means exhaustive; they are my fifteen minutes of reflection before bed. Thanks for playing, and please help with more feedback.