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(3 edits)

Interesting alpha game with some potential

Some Possible improvements:

Proper mouse aim:I know that the mouse aim that is already implemented is experiential but it is god awful. The keyboard controls on their own just aren't good enough and need to be combined with mouse aim that is similar to War Thuner's KBM controls.

Original fighter system sounds: Everybody loves the good old growl sound of the aim 9 sidewinders lock tone. Just take a look into Falcon 4.0's sound files for the original system sounds of an F-16.

Missiles designed for particular purposes: I.E. SAM missiles shouldn't be able to lock onto ground targets as that is for AGM's

More realistic radar: I know that this is supposed to be an arcade game but it won't hurt to make the radar a little more realistic and unique. For example you could have the radar do a search Patten (with delay) 270 degrees ahead of the aircraft's nose cone to make it more challenging to find and lock onto targets. This could be combined with a Missile Approach Warning System to provide a 360 degree view of incoming missiles.

-those are just some of my thoughts to make the game more unique but off course you can do whatever the hell you want with your project. Keep up the good work.

Anyway onto how my system ran the game

**PC SPECS**

Processor: Intel Core i7-2600k (30% max usage)

Graphics: GTX 1060 MSI Gaming X 6G Edition (70%-100% usage)

Motherboard: Gigabyte GA-P67A-UD3-B3

Ram: 16GB DDR3

Power supply: AX860 860 watt 80 plus platinum Certified Fully Modular PSU

Software: Windows 10

Ran around 55-60 FPS on very high settings, 1080p

You've missed the point with your suggestions. This aims to be Ace Combat-like arcade flight game. And although at first it may seem odd to have "universal" missile for air and ground targets, it's the way it was in Ace Combat games. All the "special weapons" are specialized though.

So you have QAAMs (highly manouvreable missile - like AIM9x or ASRAAM in RL), XMAAs (medium range active missile wchich you can engage multiple targers at the same time - equivalent of AMRAAM), XLAA (similar to XMAA but with longer range although less manouvreable - let's say it's AIM-9 Phoenix in RL), SAAM (semi active missile which you must mantain a lock for it to guide - AIM-7 Sparrow).

For ungided air-to-ground you have UGBS/UGBM/UGBL (ungided bombs, like MK-82/83/84 with CCIP delivery symbology), FAEB (Fuel-Air-Explosive-Bomb) - ungided bomb filled with fuel which when combined with air creates large blast, BDSP (bomblets dispeser), RCL (unguided rockets), SFFS (Self Forging Fragmentation Submunition) - cluster-like bomb with sensor fused bomblets,

Guided air-to-ground are also plenty - XAGM (equivalent of AGM-65 Maverick), LAGM (SLAM), LASM (Harpoon), GPB (guided penetration bomb).

And plenty more, with several unique special weapons like tactical lasers, multi purpouse burst missiles and even ECM pods. So as you can see there is plenty to choose from.

The Sidewinder growl would be cool but in real life it corresponds to IR sensor feedback while in Project Wingman the missile lock is universal to all guided weapons and it would be strange to hear the growl while locking on some bunker with guided bomb. Maybe if it was limited to "standard missile" air targets and QAAMs?