Aerofight Screen Cap

Fans are at it once again! This time thanks to Nikolay116 and Sakura Shinguji, who have been working since May 2007 on a free Robotech/Macross game project titled Aerofight: Mechas and Airplanes. According to Nikolay116, the game is a mix of arcade flight and robot simulators.

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Aerofight Screen Cap

Fans are at it once again! This time thanks to Nikolay116 and Sakura Shinguji, who have been working since May 2007 on a free Robotech/Macross game project titled Aerofight: Mechas and Airplanes. According to Nikolay116, the game is a mix of arcade flight and robot simulators. While the only connection to Robotech or Macross is the mecha, will be able to fly and transform the very familiar mecha.

The game's engine is based on the popular Blender Game Engine built in open-source software blender 3d (blender.org).

Aerofight Prelim Screen Cap

In its infancy (2007) the project was quite rough, no texture for models or anything for that matter. The project is not finished and is currently in development of version 2.0.

Game concept by nikolay116

This game will be a mix of arcade flight and robo simulators, based on some ideas borrowed from Mech Warrior 4 and Wings of War. However, in these splendid games the gameplay tends to be more shooter-like, thus not letting a player to experience completely what is to operate gigantic robot. It means that though piloting a mech (either robot or a an airplane), player’s piloting skills contribute to a very little degree to victory. Basically, the one who has bigger mech with more weapons/armor is the winner.

In my concept of a new gameplay stated here I will try shift the accent from shooter to the gameplay where the player can in principle outfight his opponent even having less firepower and armor.


These special actions will be of several kinds: defense ones and attack ones. Player can "purchase" them during customization of the mech. Actions will be implemented the very same way as in 3d fighting games: with the help of combos. Pressing a combination of keys, a maneuver can be triggers. Meanwhile, player can still control direction of movements in Fighter/Battloid modes, aim in Battloid mode, do firing and trigger other maneuvers. Maneuvers will be accom¬panied by fascinating animation involving transformation. So far, about 20 different maneuvers have been proposed.

To be short, the player has choice to make a tradeoff between:
1. Install more equipment like weapons, armor, fuel, more powerful engine on the mech. As a result, less action points will be available to him. Consequently, the player can access less maneuvers.
2. Sacrifice some weapons, armor, fuel, extra engine power to make the mech more maneuverable. For this purpose, I introduce a concept of specials actions or maneuvers.

In the game the player can pilot a transformable mech either in robot state (Battloid Mode) or airplane state (Fighter Mode), depending on his own preference at a particular moment. The transformation itself is not a key feature of the gameplay. It simply serves as a logic brick to explain the fact that in the game mechs (either in Battloid or Fighter modes) can modify their aerodynamics properties very fast. Thus, a player can change direction of movement and its speed very rapidly with the help of special actions or maneuvers.


[video:http://www.youtube.com/watch?v=lESGPCrso9M]

A demo of the game may be downloaded here 21MB

Controls:
WASD - airplane controls
TAB - transformation
WASDQE+ mouse - robot controls
LMB - fire mgun
RMB - fire rockets (in airplane mode only)

The project has entered version 2.0 and is seeking aid from the fandom. If you're interested in helping out with the project with 2D/3D art or any other way, please contact Nikolay116 via PM on the forums.

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