TORA TORA! - An airplanes game with a new name :) - DEMO

Started by Santiago, March 31, 2020, 00:17:07

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Santiago

Today I received on Itch.io my first donation in 12 years of programming games.  :D :D :D :D

Happy and motivated by how this project is turning out and the feedback I am having.

I am going to model a new ship, and I am going to transmit it to youtube so I share it in the forum, it is a very simple method and I want to share it. I don't know if speaking in English or YouTube will automatically translate what I say with subtitles?

Quotefirst an overall texture map -thing to note is the detail on the deck plus the red orb and not flag (looks like the flag was not used at sea):

thanks again adam for all the information !, that image is very good, I will advance with the model using this new image!

At first I saw in a documentary that the Akagi was an aircraft carrier with 3 tracks on different levels, something that I didn't even know existed until yesterday when I saw it.

Now I am wanting to move forward on creating pilots, squads and bases.

that a pilot can choose squadrons, and when he goes up in rank he can direct his squadron, choose base and planes to have different types of missions.

but i'm thinking how to shape all that.


iWasAdam

I found this little gem which shows the original with bi planes and 3 level take off. it later transforms into the later version with Zero support and top take off, plus additional tower. What I also found interesting is the 'spout' funnel design where water was pumped through the side curving funnel to mask the smoke trail...


a possible thought would be to have both the original and biplane and later with Zeros as 2 different missions/stories?

Santiago

Quotea possible thought would be to have both the original and biplane and later with Zeros as 2 different missions/stories?



I thought that you could have the learning course with biplanes, like the pilot school, where you have to do the practices as in the movie Tora Tora Tora, with false targets.

You could use the first version of 3 decks, or I also saw a very interesting mini Japanese aircraft carrier, "Aircraft carrers ESCORT".

"Akitso Maru" is small and cute



Santiago

excelent Video, there is very nice detail to model, like flag mast, and other stuff. thanks!

Santiago

New version 0.0.5 available for download  :) :) :)

download https://indiesoft.itch.io/toratoratora

Version 0.0.5      16 april 2020
-----------------

- The game has a new name: Tora Tora Tora!
- add Discord server       https://discord.gg/F7CGZb
- add Instagram          https://www.instagram.com/toratoratoraofficial/
- add new model of Akagi japan carrier
- add Proppeller mesh and texture for high rev. effect.
- add camera zoom keys (Sup - end - Av.Pag.) (x1 - x1.5  - x2)
- add Hook for landing on carriers [H] Key (not working yet, only visual)
- improve iilot camera roll
- add [CTRL] + save screenshots in game\screenshot folder.   
- Improve a little the physic of airplanes
- Improve the collision with carriers
- add Japan voice when you recibe radio - no sence voice.
- add movement and roll to the ships

Kronos

Hi Santiago,are you the guy who was working on that Bloody Desert game a long time ago? I found those videos very inspirational back in the day.

Santiago

QuoteHi Santiago,are you the guy who was working on that Bloody Desert game a long time ago? I found those videos very inspirational back in the day.


Yes, Bloody Desert is undoubtedly a great pending to finish in my life.

Sometimes I take it as a failure on my part, since there were many people who followed the project, but I did not know how to carry it out at the time and I ended up getting frustrated.


Nowadays, with what I have learned with the "Naval Simulator", now with the airplane game, and the "Combat Pack" that I have sharing all my games, it is possible that I will be inspired and come back, perhaps with the same method that I am using for Tora Tora Tora, accessible development.


I do not know..

Santiago

Starting to modelling the cockpit of the A6M, based on the texture of Adam.


Santiago

now i need to give him live, gauges and other things







tomorow i go to make the texture with shadows render to texture method.

iWasAdam

Bloody Hell!!!  :o :o Estoy Muy, MUY Bien!

is that max 4? I used to use it all the time, but never with that sort of proficiency. Seriously excellent :)

Santiago

Quoteis that max 4? I used to use it all the time, but never with that sort of proficiency.

Hi Adam!

For my games I use 3dsmax 9, very old, along with B3D Pipeline, it is an excellent tool.

I am very happy with the result, although from a lowpoly style it happens to have too much detail, which contradicts the rest of the game.

Perhaps the game should be based on a colorblind pilot with serious eyesight problems. as an excuse for so much lack of style.


finish the modeling and render-to-texture work.

Now you should start bringing the gauges to life.

this is the end result of the cockpit so far.


3DzForMe

Tora, Tora, Tora, blooming awesome work Santiago - your attention to detail is something else! Very very well done, I love your work - even as plain screen grabs it looks awesome ;)
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Santiago

 ;D :D hi!,

Thanks for the comment, if you have any suggestion or idea is really very welcome!.
Today i finish the cockpit, the more important things for fly, speed, altitude, heading, climb, compass.
and i change the projectile to one more nice.

now i need to compile and upload the new version with cockpit 3d for testing.

And i'm a little obfuscated about what be the next step in this game.

weel, i salute you, be good and be safe :), next post i hope with the link to new version.

saludos!!!
Santiago
















Matty

Hi Santiago, you mentioned you weren't sure the next step re gameplay.

I will share some logic that relates to all games about conflict such as war etc.

There are four steps in a conflict simulation, these are:

1. Lead to or setup.
2. Deployment.
3. Action.
4. Result.

Different game genres focus on the four elements in different ways.

A grand strategy game, such as Hearts of Iron, would focus mostly on point 1.
A collectible card game often focuses on the first 2 points.
An arcade game like 1942 focuses on point 3.
A turn based tactics game  focuses on point 2.

Most flight simulators focus on point 3.

Modern games that focus on point 3 typically provide no decision making to the user for points 1 and 2 by simply posing a set of missions.

Some wargames allow the user to affect point 1 such as allowing them to distribute forces on a map before putting them into point 3 as a pilot.

If you think like this you can break an aircraft simulator into these stages too and decide:
Do you want users to have control of steps 1 and 2? Eg choices of where and who to fight.
Or...do you want users to be lead down a path determined by the game for steps 1 and 2 and focus purely on step 3, the action.

Some players like having control over steps 1 and 2. Your game appears to be focused on step 3.  But that does not mean you cannot give your players some choices in steps 1 and 2

The easiest option is for the user to have no input on steps 1 and 2, but doing so takes away an element of gameplay that may attract some users.