- Game name change and update - 15 February 2017
Hey VR strategy fans, I wanted to update everyone on what is currently going on. The main reason there has been bad communications outwards is because we had so much going on! We recently changed the name of the game, which you might have noticed. The new name is "Airborne Empires", which, except sounding cool as ****, is much more appropriate for the setting. Did not have the time to change icons/banners yet, but it's coming. We have started rebuilding the entire game system, and moved it outside unreal engine. This has several benefits: It is allow us to multithread the game, which in turn will allow us to simulate MANY more units on screen. We have also implemented a lockstep system, which means that if we have too heavy game calculations you will still not lose framerate. This means is that in theory, we will be able to simulate an "unlimited" amount of units with 90 FPS, which is a…
- Game name change and update - 15 February 2017
Hey VR strategy fans, I wanted to update everyone on what is currently going on. The main reason there has been bad communications outwards is because we had so much going on! We recently changed the name of the game, which you might have noticed. The new name is "Airborne Empires", which, except sounding cool as ****, is much more appropriate for the setting. Did not have the time to change icons/banners yet, but it's coming. We have started rebuilding the entire game system, and moved it outside unreal engine. This has several benefits: It is allow us to multithread the game, which in turn will allow us to simulate MANY more units on screen. We have also implemented a lockstep system, which means that if we have too heavy game calculations you will still not lose framerate. This means is that in theory, we will be able to simulate an "unlimited" amount of units with 90 FPS, which is a…
- New build is now live! - 4 November 2016
Hello everybody! As earlier announced, we will from now on be building the game to a much greater purpose than before. Because of this, we will be trying to do weekly sprints, where we implement new functionality each week and test it. The old version is gone, and we will be building from ground up. First out this week is a basic demo. We have created a new locomotion system, as well as a new map for testing. The combat for melee units have been fine-tuned as well. All of this has been cut out for you guys as a new build. Instructions: - Grip buttons controls the camera. Grip 1 to move. Grip 2 to rotate and zoom. - f on keyboard to reset - alt + f4 to quit (hehe ops) - Objective is killing the red bastards for not being blue #bluemasterrace Been a long week. Time for a beer. Please bring us any feedback. :) //Jimmy + team
- New build is now live! - 4 November 2016
Hello everybody! As earlier announced, we will from now on be building the game to a much greater purpose than before. Because of this, we will be trying to do weekly sprints, where we implement new functionality each week and test it. The old version is gone, and we will be building from ground up. First out this week is a basic demo. We have created a new locomotion system, as well as a new map for testing. The combat for melee units have been fine-tuned as well. All of this has been cut out for you guys as a new build. Instructions: - Grip buttons controls the camera. Grip 1 to move. Grip 2 to rotate and zoom. - f on keyboard to reset - alt + f4 to quit (hehe ops) - Objective is killing the red bastards for not being blue #bluemasterrace Been a long week. Time for a beer. Please bring us any feedback. :) //Jimmy + team
- Status update - We are still alive! - 31 October 2016
Hello again! So, long time no write, again, this is truly badly done by us and I on behalf of me and the rest of the team apologize for this. It really should be handled better. The last time you guys heard from us we said we would have released the game by now. As you all can see, this is not the case. There is however a good explanation and a good reasoning behind this. And we have not been slacking this past month, rather, we are discussing a lot of changes not only to the game as it is known, but rather to the future of the game and the company. So to start off we have decided as you might have realized to postpone the game. The reasoning to this is that when we started doing the game and developing it during the summer we had the intention of that the game would be yet another VR-tech-demo. To show what is possible to do with VR and what is possible to do within a RTS. Those intent…
- Status update - We are still alive! - 31 October 2016
Hello again! So, long time no write, again, this is truly badly done by us and I on behalf of me and the rest of the team apologize for this. It really should be handled better. The last time you guys heard from us we said we would have released the game by now. As you all can see, this is not the case. There is however a good explanation and a good reasoning behind this. And we have not been slacking this past month, rather, we are discussing a lot of changes not only to the game as it is known, but rather to the future of the game and the company. So to start off we have decided as you might have realized to postpone the game. The reasoning to this is that when we started doing the game and developing it during the summer we had the intention of that the game would be yet another VR-tech-demo. To show what is possible to do with VR and what is possible to do within a RTS. Those intent…
- Beta patch 0.1.1 now live! - 20 September 2016
Patch 0.1.1 Features Options lever now working! Options for Anti-Aliasing added. Increasing this will lead to pretty much the same effects as SSAA (supersampling), until we can implement options for it. Reducing it to medium or low will increase performance at the cost of visuals. Difficulty levels for AI (normal is the default). Known issues Multiplayer might still not work. Our guess is a steam port forwarding issue, which will be addressed asap. Game still not fully optimized. Known graphical issues will be fixed for next patch. AI sometimes ignore enemy units. Bug Fixes Increased speed of musketeer and sniper walking animation Added weapon to sniper unit Exiting in single player now works Pickup rotation for interactable objects fixed Game framerate improved somewhat. Characters should no longer get stuck when moving.
- Beta patch 0.1.1 now live! - 20 September 2016
Patch 0.1.1 Features Options lever now working! Options for Anti-Aliasing added. Increasing this will lead to pretty much the same effects as SSAA (supersampling), until we can implement options for it. Reducing it to medium or low will increase performance at the cost of visuals. Difficulty levels for AI (normal is the default). Known issues Multiplayer might still not work. Our guess is a steam port forwarding issue, which will be addressed asap. Game still not fully optimized. Known graphical issues will be fixed for next patch. AI sometimes ignore enemy units. Bug Fixes Increased speed of musketeer and sniper walking animation Added weapon to sniper unit Exiting in single player now works Pickup rotation for interactable objects fixed Game framerate improved somewhat. Characters should no longer get stuck when moving.
- New unit sneak peek: The Steam Mech - 5 September 2016
Daniel just finished the model and is currently working on animations for our new unit: The Steam Mech. http://imgur.com/gallery/NhPJh The unit will be expensive to research and produce, but will act as the juggernaught of the battlefield. With high armor and rate of fire, it will shred lesser units; but watch out for snipers...
- New unit sneak peek: The Steam Mech - 5 September 2016
Daniel just finished the model and is currently working on animations for our new unit: The Steam Mech. http://imgur.com/gallery/NhPJh The unit will be expensive to research and produce, but will act as the juggernaught of the battlefield. With high armor and rate of fire, it will shred lesser units; but watch out for snipers...