Aero Empire

Aerosphere Studios - Cumulonimbus Engine - Coming late 2010 / early 2011

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, 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 the ranks, from a lowly gunner manning a turret aboard an airship, to the commander of a nation, controlling the tides of war and the armies of that nation. With the ability to talk to and influence your fellow coworkers and superiors, you can also perform a rebellion or coup d'etat, breaking free and taking control of your own nation. Aero Empire is a cross genre game, incorporating elements of role playing games, shooters, flight simulators, real time strategy and tactics. The world is populated with thousands of AI with their own desires and personalities, creating a dynamic and ever changing world.

Please excuse the appearance of our website - as it is currently under construction.

Progress Update 1

Physics Image 1Since Aero Empire takes place almost entirely in the air and has some similarities to flight simulators, realistic flight physics were added to the game. This includes the four forces of flight: Lift, Weight, Thrust and Drag. For lift, two forces were added - airfoil force, which is the upward force provided by a wing, and buoyancy force, which is the force caused by displacement (and allows lighter objects, like balloons, to float).

Additionally, a procedural windmap is generated for every scene, which sets the wind direction and strength at each position in the scene over time. The windmap is fairly smooth over distance and time, however it’s roughness can be increased by a turbulence parameter. Except for the few structures planted to the ground, nothing in Aero Empire is static. Everything is moving, floating, falling, flying and being blown around in the wind.

Here is a video which shows the various forces at work:


Here are some additional still images taken (however, to see the world in motion, it is recommended you view the video):

Physics Image 1 Physics Image 2 Physics Image 3

While the physics engine and code is progressing, there is also a lot of progress in concept art and models. As can be seen above, the Gyro is currently being modeled, although it is not yet complete, and is untextured.

Concept Art for Gyro (see above for model):

Gyro Fuselage Gyro Fuselage Perspective

GninjaGnome has also rendered a short animation (offline - not in AE’s rendering engine) of the Turret Class airship that he is modeling. It is also incomplete and untextured.

Animation Video (of the High Poly version, which will be used to create a normal map):


Image of the Low-Poly version (which will go in game) and the original concept art:

Turret Class Airship - Low Poly Turret Class Airship Concept Art

There is still quite a lot to do, but we are progressing smoothly. I am just starting to get into actual gameplay code, so there should be several intriguing updates and videos to come.

Look forward to future updates.

Lead Programmer and Designer of Aero Empire
- David

Written on June 17th, 2009 by terra0nova
Category: Progress Updates

Comments:

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