First Network-Playable Version!


Ouf! Much work has been accomplished since last beginning this project during my graphic design internship in Las Vegas four months ago!

Building on Unity's default airplane asset, I tweaked, modified, and outright changed the code to make the airplane glide, to give it a battery, a laser, missiles, sounds, and network-ability. The airplane itself (a stealthy-looking Avro Arrow) was built using Blender, and is to reach maturity before adding more models. The whole idea behind this simulator is to create an experience similar to that of flying electric ducted fan remote control airplanes, but in a simulated dogfight.

The stealthy Super Arrow, based on the Canadian Avro Arrow: now a game feature


The terrain, based on Perrey Island in Alaska, is still in a barren state, but will eventually contain buildings and features in a simple modeling style, similar to museum miniatures. The idea is to give the whole game a scale appearance. However, modifications, beginning with the airplane being made of Styrofoam and correctly shaped, are not all yet finished. My main focus at the moment is for the code and flight physics to work properly.

The main weapon of these airplanes will be a simulated miniature plastic missile propelled by compressed air. These will be guided using the sound of the tracked target, meaning that reducing the motor would protect from missiles, but potentially expose to laser attacks.

The laser is semi-guided, where it will latch on to a target when it is within an acceptable angle; the laser removes charge from the adversary's airplane.

Eventually, my goal is to create an aircraft carrier and various other assets to make this game more interesting. Before that, though, here are a few of my to-do's:

  • Make missiles capable of properly tracking a target
    • Fine-tune missile tracking, maneuverability, and speed
    • Make missiles network-capable
    • Give missiles a warhead
  • Fix collision detection
  • Enable missile reloading and battery recharging
  • Enable an onboard view camera
  • Create the game's user interface (which now consists of temporary buttons and inactive HUD elements)
  • Improve the HUD

Additionally, on the long-run, this game must develop a goal to be playable. Eventually, having an AI to fight would be an interesting challenge, not requiring a friend to connect on the same game, but would also be a very long-winded programming run. With my being in university presently, and newly married, time runs low quickly.

Thanks for taking a look at my project, and have fun fooling around!

Files

Update 1 82 MB
Aug 28, 2018

Get Remote Control Dogfight Simulator

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