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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GUI Scaling

News

A lot of the work I'm putting in for the next version of Airships relates to its interface. Be that improved module search in the editor, or the ability to mod in new map sizes and difficulty levels. One particular improvement that's long overdue is the ability to scale the user interface elements depending on the screen size.

When I started developing Airships, one of my goals was to make it playable on a resolution as low as 800x600 pixels. I also wanted crisp pixel graphics. This meant that where most modern games measure things in terms of relative size to the screen, Airships measures everything in pixels. The downside of this is that if your screen resolution is high, the user interface becomes rather... tiny. 12pt Monospace text looks crisp and readable at 800x600 but is unreadably small on a high-DPI screen.

With everything in the game based on pixels, smoothly scaling the user interface to be the same relative size for any resolution is out of the question. But I *can* make multiple versions of the GUI that are different sizes, and pick the most appropriate one. And the GUI metrics and appearance are already data-driven and moddable, so a lot of the work for doing this is already done.

I knew that radically changing the GUI scale was going to cause some problems. Places where I'd hard-coded sizes and offsets instead of calculating them properly. Assumptions based on things being approximately a certain size. The fastest way to find those places? Radically scale up the GUI and see where it breaks!

So that's what I did. I made a mod which scales up all user interface elements and metrics by a factor of two:

It's not actually that bad. And it's really obvious for me to now list and fix the problems. The incorrect calculation of button widths. The fixed width of the editor panel on the left. The incorrectly scaled right border of that panel. And so on. Once I've fixed all of them, the GUI will be fully capable of being any size it's told to be, and I can get to work on creating a system for multiple scales.

Pirate Flags

Pirate Flags

News

"Pirates have their own crude tradition of flags and symbols."

The Monster Update

The Monster Update

News 3 comments

The next major release of Airships is done! Headline features include monsters like dragons and giant spiders, new music, and player-created combat scenarios...

Automated Heraldry: Merging Coats of Arms

Automated Heraldry: Merging Coats of Arms

News 2 comments

One of the new features coming in Airships dev 9 is the ability for empires to join into alliances if they're feeling threatened. But what coat of arms...

Crew Lines with Portraits

Crew Lines with Portraits

News

Making pop-up NPC messages interesting and relevant.

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The Module Kit v005 Alpha | 1x1 - 1x3

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Comments  (0 - 10 of 62)
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Great game

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martyra2j
martyra2j

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.

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SkyBreack
SkyBreack

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

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Zillvr
Zillvr

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

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TheManWhoFlewAway

Great idea - keeping an eye on this :)

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DonleyTimeFoundation
DonleyTimeFoundation

I love this game soooo much! HAHAHAH!

-Tim

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Propagandawar
Propagandawar

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. .

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Zarkonnen Creator
Zarkonnen

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

Reply Good karma+4 votes
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Airships: Conquer the Skies
Platforms
Windows, Mac, Linux
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Zarkonnen
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Custom
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Highest Rated (2 agree) 10/10

Great game. I've been playing since Dev2 and it gets better each time. It's a steal for only $5. Reminds me of the Total War games with it's campaign map.

Apr 24 2014 by CanofSodaGames

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Latest tweets from @zarkonnen_com

RT @localmulti: March 5 is the deadline to submit your game to the @AMazeFest Awards, which include a category for local multiplayer T.co

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RT @casskhaw: I mean, it is protection for your nethers against nether beings.

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RT @casskhaw: Am concerned by how much I want this. Store.hplhs.org

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RT @UndertowGames: Online co-op submarine sim on Jupiter's moon Europa - Barotrauma now on Greenlight! #gamedev #indiedevT.co

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Some nice large war stomper multiplayer combat in Airships: Conquer the Skies - Youtube.com

14hours ago

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