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Imagine a world where the villages of humans were scattered along mountaintops, and the world below was completely blocked off by an impassible wall of clouds. In a world like that, advancements in air travel would precede both land and sea. This is the kind of world that Aero Empire is set in. In this world, the player can rise through the ranks, from a lowly gunner manning a turret aboard an airship to the commander of several airships, ordering the crew of your own airship and the captains of the airships in your squad. Aero Empire is a cross-genre game, incorporating elements of role-playing games, shooters, flight simulators, and squad combat. Production on the game started November 25th, 2008, and is scheduled to release by the end of 2010, and a potential sequel focusing on nation management may come later. The single player version will be free to download and play, with no restrictions.

Post news Report RSS Progress Update 5

Lots of updates this time, including the completion of the game logic engine, finished models and more.

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Many of you may be wondering where we've been and what we've been up to on Aero Empire. However, it was not lack of progress that kept us from posting updates here on moddb. The real reason was that we wanted out next update to really impress the community, and had a bunch of awesome projects that we wanted to wait to be finished before our next update. However, as one project finished, we realized that it would fit better with another project which was underway (instead of as a standalone update), and so wanted to wait for that to be finished as well. So, while this one big update is still in the works, we decided it was better to post an update of what's been going on in the meantime in each department.


Programming:

Unfortunately, there are no pretty pictures or videos to show off the progress on the game code – as it is all "hidden code." The good news is that a large chunk of the game – the game logic engine, has recently been completed. The game logic engine is the part of the code that handles the structure and functionality of the game. This includes unit management, projectile management, physics, game rules, game stages, weapon types, control and command hierarchies, nations, and so on. This is a big part of making the game playable – as once the game logic is done, you just need a user interface to handle the player's interaction with the game logic for the game to be playable (although, without AI, there wont be much to do in game).

In any case, the game code is shaping up well and getting pretty exciting. You can expect an early gameplay demo in the not too distant future.


Texturing:

The Basic Gyro has been finished and textured. It was modeled by Onerom, and textured by LindseyErin. For those who don't know her, LindseyErin is a new member of the team who has been hard at work texturing finished models.


An in game render of the textured gyro.


An offline rendered (not in game) video of the gyro.


The Gyro is a fighter type aircraft that launches from carrier airships. In contrast to the large and expensive airships, gyros are small and fast (around 8 meters long) and support little more than their miniaturized steam engine, the pilot and one or two weapons systems.

The medium farm has also been finished and textured. It was modeled by Asylum, and textured by LindseyErin.


An in game render of the texured farm.


An in game rendered video of the farm, with various angles and lighting.


The wavy canvas on top of the farm is a windmill in the Aero Empire world. Wind passing over the canvas causes it to oscillate, which turns a crankshaft and operates the mill used for the farm. This windmill design will also be used for operating the spiral for simpler airships that do not have steam engines.


Modeling:


New Building Models:


The Bazaar is a medium-large sized marketplace. It was modeled by Rodney and the concept art was made by RedOwl.


The commercial center is the largest of the marketplaces for the game. It will be found in large cities and capitol centers, and is one of the few buildings that has a foundation planted directly into the ground (not on a platform). It was modeled by Edinstein and the concept art was made by RedOwl.

New Character Model:


One of four character bases in game, most characters in game will be a modification of one of those bases (different texture, clothes, hair, decals, etc).


Concept Art:

New Airship Concepts:


The larger brother of the small carrier, the medium carrier is able to field more gyros and also has defensive turrets.


One of the hulls of the Large Bomber, which contains three of them. Including the envelope, the Large Bomber is the second largest airship in the game (second only to the flagship).

There were also some new building concepts posted above in the modeling section by RedOwl.


Music and Sound:

Robot Horse is another new member of the team, and he's been working both on the Aero Empire soundtrack, as well as sound effects for in game (which we have not had until this point).


Aero Empire Game Air Ballet audio - Mod DB
A rough sketch by RobotHorse trying to find the mood/feel of Aero Empire, which he did well with this song.


A video showing a dynamic engine sound effect for the gyro.



That's everything for this update. However, there's a lot in the works, and a lot of updates that should be coming just around the corner, including the possibility of a podcast! There's a lot of excitement going on here at Aero Empire, and we're going to make an effort to keep the community more up to date and involved.

Look forward to future updates!

Lead Programmer and Designer of Aero Empire
- David

Post comment Comments
awesomepossum
awesomepossum

That is a very interesting "windmill" you have in the farm render video. Very unique, I like that!

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terra0nova Author
terra0nova

Since Aero Empire is set in a new world, we like to have unique and different takes on technologies, just like we have been developing a unique architectural and art style for the game. The windmill was another awesomely crazy idea by Timmon based on this: Youtube.com , a wind powered device that can walk. As hinted, we're going to put this on merchant ships as well (instead of steam engines), so that should be pretty cool.

Also, this is the first non-rigid animation in game. I've been slowly evolving the game engine's animation support as we need them.

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kinesis916
kinesis916

Cool.

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Mik0112
Mik0112

Very impressive. All of it. Gotta admit that your windmill's got me entranced as well. You've got a hugely interesting take on the design here. Music and sound examples also seems well made. All in all very impressive.

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Fewes01
Fewes01

Looks great! I love the Medium Carrier concept.

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terra0nova Author
terra0nova

Yea, Timmon has done it again. I once again have a new favorite airship :) . I can't wait to see the medium carrier modeled, it's going to be awesome in game.

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Darthlex
Darthlex

Possum said it, it's unique, it's amazing. Even the music really sounds great, but I believe a few modifications can be done to it easily, without destroying the core.

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terra0nova Author
terra0nova

Care to elaborate? What modifications do you suggest? Keep in mind that the music posted is a very early draft, it's obviously not final and he's still working on it, but RobotHorse (the composer) would love to hear any comments you have for improving it.

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RobotHorse Creator
RobotHorse

The musical sketches I've shared so far are all first run ideas to bounce off the team to get an idea of what style everyone likes. They are in "embarrassingly prototype" phase. I'm open to all suggestions, so feel free to let me know!

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striker121
striker121

Wow, great jobs guys, AWESOME concept art, AND those are great designs. REALLY like the gyro and the windmill. Great thinking. Now just try to make atleast one supercraft thats covered in gears. :)

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terra0nova Author
terra0nova

There is a supercraft... called a flagship or an aerial fortress. It's about 320 meters long, that's 1050 feet long, about the length of an aircraft carrier....

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Timmon26 Creator
Timmon26

Merchant ships still have steam engines, but they're just used to power "windmills" instead of spirals.
Farms use moving air to collect energy; ships use energy to move air. A merchant ship's propulsion system is basically a windmill in reverse, just like modern props are.
In the game, merchants will appear to "swim" through the air, a bit like a cuttlefish: Youtube.com

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Piuneer
Piuneer

This game is going to be the best! I think it's great how the atmosphere feels so calm, mystical, and relaxing. This is truly a fantasy game to the core, and I love it :D
Can't wait for more updates, guys. I will be watching forever!

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Bird_of_Prey
Bird_of_Prey

I really like the blending of styles in the game. Great work.

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dill1233
dill1233

Glad to see you guys back on ModDB! I love everything about this update from the programming down to concept art. Great job everyone! By the way, that is one awesome windmill!

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calmflow
calmflow

Not to seem rude but the dynamic sound effect for the gyro engine is too 'clean', to me it sounds electric, it needs a 'Pfffff" or something as pressure releases and i think there should some groaning or creaking as these are hand made machines (thats my belief of their construction anyway)

Great work, overall.

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