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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.


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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Burning Bomber Exitus Landship Landships Legs Prototype
Blog RSS Feed Report abuse Latest News: Landships Dev Blog 2: Ministry of Silly Walks

4 comments by Zarkonnen on Mar 21st, 2015

Having separated out landships as a new kind of construction, it was time to start figuring out how to draw their wheels and legs.

In the case of wheels, this was relatively simple: modules can have a number of wheels attached, and the wheels automatically position themselves to rest on the ground. You can see this more or less working:

In the case of legs, things were more complicated. The basic idea I hit upon was this: each leg would move in turn, and its tip (foot) would describe a motion where it would first go straight up, then straight across, then straight down again, making a careful and mechanical step. A leg would be composed of two parts of equal length, with a joint at the "hip" and at the "knee". Calculating backwards from where the tip needed to be would yield the rotation of both parts.

The result - it walks:

This is the point at which a less experienced programmer would be liable to think that they're nearly done. Landships are a category of construction, they can move, and their wheels and limbs animate pretty much correctly. Well...

Turns out that all kinds of weird things happen as soon as the ground is not entirely flat. I know I am nowhere near done. Here is a partial list of everything I know I still need to do:

  • Decrease landships' collision wariness. They keep on thinking they're about to ram the ground and stop.
  • Decrease ground collision damage: minor bumps and scrapes are doing serious harm.
  • Put in real wheel graphics and rotate the wheels when they're in contact with the ground.
  • Put in real leg graphics.
  • Constrain leg joints to have a forwards- or backwards-facing knee.
  • Unify springs with legs/wheels so that landships are no longer mysteriously held aloft by invisible springs while their wheels or legs are off the ground.
  • Improve leg animation to take more time lifting the leg than putting it down, and accelerate/decelerate leg movements.
  • Position legs correctly during setup.
  • Stop moving legs when the ship isn't moving.
  • Correctly pick out new leg spots when moving backwards or being flipped.
  • Look for the most suitable leg spot within a certain distance of the optimal position.
  • Add translation values for all the new landship-related stuff.

And after all that, a naive programmer might think they're done. In reality, that's at best the halfway point. Dozens of additional smaller things will have cropped up. Still, I'm pleased: the basics have been pretty straightforward to put in, and landships is half of the new feature development for dev 7, so there's hope the next major version won't take all that long!

Join me next time to see what things look like as I start going through that list.

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Post comment Comments  (0 - 10 of 60)
martyra2j Mar 14 2015, 10:40pm says:

I did a Let's Play/First impressions on this game! Come check it out if ya like!
Big thanks to the developer for this great game!
Hope you enjoy.

+2 votes     reply to comment
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 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 Nov 23 2014, 6:19pm says:

I love this game soooo much! HAHAHAH!


+3 votes     reply to comment
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 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 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
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Released Mar 24, 2014
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Real Time Strategy
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