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A real-time strategy game where you design airships and then fight with them. The aim is to have pretty chaotic explodey fights and interesting ship design choices.

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Purchase includes future versions up to 1.0!


At its core, the game is about designing airships and fighting with them. Ships are put together out of modules, and the layout of modules matters a great deal: everything on board is done by individual airsailors who need to run around, ferrying coal, ammunition, water and repair tools - and sometimes their fallen comrades.

You can command fleets of airships both against the computer and against other players across the Internet.

In addition, there is a single-player strategic mode, where you use your fleet to conquer city after city, unlocking new modules and bonuses with each of them.

The game has an authentic-ish system of heraldry where you can create your own coat of arms, and register it with the game forums as unique to you.

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Blog RSS Feed Report abuse Latest News: Dev Blog: The Ground is Falling!

0 comments by Zarkonnen on Mar 5th, 2015

It's time for another episode of explaining stupid bugs! I am given to understand that the more normal thing to do with game bugs is to quickly fix them and never speak of them again, but I just find them too entertaining. This time around: every once in a while in combat, the whole ground would suddenly fall away, buildings and all. Awkward. But why?

The ground is the same kind of object as floating rocks, only set to be immobile. With version 6, I added some code to split up these land formations if they became disconnected. So if you smash into a tree trunk, the now-disconnected top of the tree becomes an independently moving entity. If it didn't, it would hover in midair.

No one would ever buy a game with such broken physics, I tell you!

OK, so if the ground is in multiple disconnected parts, the disconnected parts become independent entities. But what's the ground, and what the disconnected part? The code to determine this divides the land formation into contiguous regions by repeatedly finding the earliest block not yet in a region and adding all of its connected blocks into a new region. If there's more than one region, the additional regions get hived off into their own entities.

So if we have a disconnected bit of foliage really high up, that's region one, and the rest of the ground is region two - which gets put into a new entity, which doesn't have the "immobile" flag set - and falls down! The ground breaks off the foliage, rather than the other way around.

How to fix this? Well, conveniently, the real ground can be distinguished by an unique property: it contains bedrock blocks. So instead of searching through all the blocks from the top left, a first pass of the region code will seek out bedrock blocks first, and add all of them and their connected blocks to the first region. This guarantees that the ground will keep on being the ground, and anything that breaks off gets their own entity. What a relief.

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Post comment Comments  (0 - 10 of 59)
SkyBreack
SkyBreack Feb 3 2015, 7:26am says:

Wow! what a nice and original idea. Looks very fun! follow! =D

+1 vote     reply to comment
Zillvr
Zillvr Feb 2 2015, 8:22am says:

Looks like a whole lot of fun...and chaos. Definitely tracking this!

+2 votes     reply to comment
TheManWhoFlewAway Jan 4 2015, 11:52am says:

Great idea - keeping an eye on this :)

+1 vote     reply to comment
DonleyTimeFoundation
DonleyTimeFoundation Nov 23 2014, 6:19pm says:

I love this game soooo much! HAHAHAH!

-Tim

+2 votes     reply to comment
Propagandawar
Propagandawar Oct 31 2014, 5:33pm says:

Are you planning on adding a map for Multiplayer? I have friends getting the game. Although it looks like they are waiting for another option besides paypal to pay with. .

+1 vote     reply to comment
Zarkonnen Creator
Zarkonnen Nov 3 2014, 9:59am replied:

The issue with making a MP map is that combats and strategy work at different timescales, so you'd spend a lot of time waiting for other peoples' fights. Not sure how to fix that.

Re: PayPal - what kind of payment method would they like? I totally understand that it's not exactly everyone's first choice. Am up for anything, including stuffing money into an envelope. :P

+4 votes   reply to comment
Propagandawar
Propagandawar Oct 27 2014, 1:19pm says:

I purchased the game this weekend (Plan to get it for a friend as well beings he is having paypal issues). The games a blast. Having tons of fun with it. I did go to register in hopes that it opens Multiplayer and auto-updates but it was giving me issues entering my email last night.

Can you add a kitchen? It seems like something the ship should have in it to feed your air sailors.

Thank you for such a fun game.

+1 vote     reply to comment
jroi_bautista
jroi_bautista Oct 6 2014, 3:16pm says:

nice updates! Wow its been a while since i checked this game. Wonder how do you guys made it. Do you go to a college of video game developing or did you figured this one out on your own? Someday im gonna be a great developer! hahahaha

+1 vote     reply to comment
Zarkonnen Creator
Zarkonnen Oct 10 2014, 2:43am replied:

I studied computer science at uni, so not game development specifically. :) If you're interested, have a look at an early version of the game's code here: Github.com

+2 votes   reply to comment
Destructor465
Destructor465 Sep 17 2014, 2:55pm says:

Can you make a demo version or trial, because I don't wanna buy it now, I want to try it. And after that if game will be so good, I will buy it :)

+1 vote     reply to comment
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Airships
Platforms
Windows, Mac, Linux
Developed By
Zarkonnen
Engine
Custom Built
Contact
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Official Page
Zarkonnen.com
Release Date
Released Mar 24, 2014
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Community Rating

Average

8.7

16 votes submitted.

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Style
Genre
Real Time Strategy
Theme
Fantasy
Players
Single & Multiplayer
Project
Indie
Twitter

Latest tweets from @zarkonnen_com

@shipsandmonster @FullColorPlanet Good monsters! :D

11hours 18mins ago

@shipsandmonster @FullColorPlanet I do indeed! Dragons and giant flying turtles and mechanical ducks and sky-squid. T.co

11hours 22mins ago

@OStuffPlus @itchio ...they buy it! It's just a question of getting eyeballs on footage.

17hours 7mins ago

@OStuffPlus @itchio I mean, something like 10% of your regular viewers have bought the game by now! If people see the game in action...

17hours 8mins ago

@OStuffPlus @itchio Not bad - sold about 630 copies so far. No front page mention at all, sadly. Still soorta waiting for the big break. :)

17hours 9mins ago

@itchio">.@itchio introduces open revenue sharing. This is really neat. T.co #indiedev

17hours 23mins ago

New Airships dev blog: The ground is falling! T.co #gamedev

17hours 48mins ago

@ProceduralJOYE Is that hard to do in C#? Does something like tup(a, b, c) not work?

Mar 4 2015, 10:05am

So the UK does secret police files on non-violent political "troublemakers". Great stuff: T.co

Mar 4 2015, 9:02am

First of the promised new Airships dev logs, about Flak Cannon: T.co #gamedev T.co

Mar 4 2015, 5:17am

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