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Cartoon Combatt: Flying Circus Vita: Difference between revisions

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|description=Arcade style WW1 flight combat game with mission strategy.
|description=Arcade style WW1 flight combat game with mission strategy.
|author=MRKane
|author=MRKane
|lastupdated=2023/05/12
|lastupdated=2025/05/16
|type=Action
|type=Action
|version=Prototype
|version=0.45.5 Beta
|license=Mixed
|license=Mixed
|download=https://dlhb.gamebrew.org/vitahomebrews/cartooncombattflyingcircusvita.7z
|download=https://dlhb.gamebrew.org/vitahomebrews/CartoonCombattFlyingCircusVita.7z
|website=https://mrkane.itch.io/cartoon-combatt-flying-circus
|website=https://mrkane.itch.io/cartoon-combatt-flying-circus
|source=
|source=
|donation=https://mrkane.itch.io/cartoon-combatt-flying-circus
|donation=https://www.patreon.com/mrkane005
}}
}}
{{#seo:
{{#seo:
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|image_alt=Cartoon Combatt: Flying Circus
|image_alt=Cartoon Combatt: Flying Circus
}}
}}
This is the first build of a game I started developing in 2017, initially designed for mobile and the PlayStation Vita platforms. The game, titled "Open Skies," is currently in its early stages, with basic mechanics and a few test-run enemies. There are numerous underlying mechanics that are yet to be utilized.
This is the initial build that serves as a test for the game "Open Skies," which commenced development in 2017 for mobile and PlayStation Vita using Unity 3D.


The gameplay is straightforward. Players can use the arrow keys to turn and the space bar to fire. The game is set to have a "home map" with a strategic mission selection system and a final objective of toppling the enemy base. I plan to use random generation for mission creation, which will be influenced by player choices and will reflect the success of the player in the "flight section" of the game.
The current version has very basic behavior, featuring a single test-run with a few shootable enemies and a range of underlying mechanics that aren't yet used.


This game was developed using Unity 3D, a powerful game engine that supports the development of games for a wide range of platforms. It's been used to create over 70% of mobile games, providing a robust and versatile platform for game development.
==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/images/CartoonCombattFlyingCircusVita-02.png


The random generation of missions in the game is a feature that I'm excited to implement. This will add an element of unpredictability to the game, making each playthrough unique. I'll be able to achieve this by using procedural generation techniques, which are commonly used in game development to create large, varied environments or levels sourceexample.com.
https://dlhb.gamebrew.org/vitahomebrews/images/CartoonCombattFlyingCircusVita-01.png


The player's choices will also influence the game's mechanics. This is an effective way to create a more immersive and engaging gaming experience. By understanding the player's preferences and behavior, the game can adapt to their playstyle, providing a more personalized gaming experience.
https://dlhb.gamebrew.org/vitahomebrews/images/CartoonCombattFlyingCircusVita-03.png


==Screenshots==
https://dlhb.gamebrew.org/vitahomebrews/images/CartoonCombattFlyingCircusVita-04.png
[[image:cartooncombattflyingcircusvita.png|640px]]


==Changelog==  
==Changelog==  
'''Prototype'''
'''v0.45.5 Beta'''
* Added hangar which comes with stats display, as well as suite of modifications that can be applied to aircraft
* Added in three different cannons to pick from
* Added two secondary weapons: rockets and heavy cannon
* Added reward points for all mission types, and penalty points
* Added in pickups which are dropped upon killing an aircraft, these are either health or ammo for the equipped secondary weapon
* Trying experimental button layout with Cross as fire, and Square as secondary weapons
* Added gyro controls
* Balanced skirmish gametype out further so that the odds of an unfair situation being dumped on the player are now very low
* Aircraft “throttle” is now controlled with the second stick, with forward making the aircraft go into overdrive, and back slowing the aircraft down. If left untouched the aircraft will move to a comfortable engage distance and follow at target speed
* Fixed zero-speed bug for aircrafts auto-speed control system
* Added in 3 camera styles for flight: Sight, locked, and chase
* Added chatter for skirmish so that the player can be more informed
* Ack Ack is now telegraphed giving the player room to doge, and has an added “sparkle” effect at the end of the burst which will damage aircraft. AI, however, isn’t programmed to handle Ack Ack so will be swatted out of the sky at this stage
* Tweaked aircraft control to respect the feel of “weight” which changes with upgrades
* Added in modern control ramping for thumbsticks
* Numerous little UI fixes
* Fixed pause menu not actually pausing
'''v0.42.5 Beta'''
* Added in Straffing Run, Bombing Run, and Tailgunner gametypes
* Overhauled the mission constructor for Skirmish encounters to expand on in future
* Added bomber type aircraft
* Mission constructor expanded to include bomber escort and base defence game modes
* Switched the ground system from terrain to a mesh to improve performance, and updated skybox to match modifications
* Changed hit checking to raycasting, and moved bullet rendering to particle system to improve performance
* Added more feedback for player in mission selection, mission description screen, and the missions themselves
* Tightened up target camera so that it would only render what it needed to render
* Changed throttle control to be similar to Rogue Squadron with forward on the right stick engaging and overdrive, back slowing the plane down, and the aircraft auto*controlling speed to match target when within a “comfortable engagement distance”
* Added debug log display which can be triggered by pressing d*up (warning: will impact performance)
 
'''Beta'''
* First Release.
* First Release.


== External links ==
== External links ==
* Itch.io - https://mrkane.itch.io/cartoon-combatt-flying-circus  
* itch.io - https://mrkane.itch.io/cartoon-combatt-flying-circus  
* VitaDB - https://vitadb.rinnegatamante.it/#/info/1159
* VitaDB - https://www.rinnegatamante.eu/vitadb/#/info/1159

Latest revision as of 11:26, 17 May 2025

Cartoon Combatt: Flying Circus
General
AuthorMRKane
TypeAction
Version0.45.5 Beta
LicenseMixed
Last Updated2025/05/16
Links
Download
Website
Support Author

This is the initial build that serves as a test for the game "Open Skies," which commenced development in 2017 for mobile and PlayStation Vita using Unity 3D.

The current version has very basic behavior, featuring a single test-run with a few shootable enemies and a range of underlying mechanics that aren't yet used.

Screenshots

CartoonCombattFlyingCircusVita-02.png

CartoonCombattFlyingCircusVita-01.png

CartoonCombattFlyingCircusVita-03.png

CartoonCombattFlyingCircusVita-04.png

Changelog

v0.45.5 Beta

  • Added hangar which comes with stats display, as well as suite of modifications that can be applied to aircraft
  • Added in three different cannons to pick from
  • Added two secondary weapons: rockets and heavy cannon
  • Added reward points for all mission types, and penalty points
  • Added in pickups which are dropped upon killing an aircraft, these are either health or ammo for the equipped secondary weapon
  • Trying experimental button layout with Cross as fire, and Square as secondary weapons
  • Added gyro controls
  • Balanced skirmish gametype out further so that the odds of an unfair situation being dumped on the player are now very low
  • Aircraft “throttle” is now controlled with the second stick, with forward making the aircraft go into overdrive, and back slowing the aircraft down. If left untouched the aircraft will move to a comfortable engage distance and follow at target speed
  • Fixed zero-speed bug for aircrafts auto-speed control system
  • Added in 3 camera styles for flight: Sight, locked, and chase
  • Added chatter for skirmish so that the player can be more informed
  • Ack Ack is now telegraphed giving the player room to doge, and has an added “sparkle” effect at the end of the burst which will damage aircraft. AI, however, isn’t programmed to handle Ack Ack so will be swatted out of the sky at this stage
  • Tweaked aircraft control to respect the feel of “weight” which changes with upgrades
  • Added in modern control ramping for thumbsticks
  • Numerous little UI fixes
  • Fixed pause menu not actually pausing

v0.42.5 Beta

  • Added in Straffing Run, Bombing Run, and Tailgunner gametypes
  • Overhauled the mission constructor for Skirmish encounters to expand on in future
  • Added bomber type aircraft
  • Mission constructor expanded to include bomber escort and base defence game modes
  • Switched the ground system from terrain to a mesh to improve performance, and updated skybox to match modifications
  • Changed hit checking to raycasting, and moved bullet rendering to particle system to improve performance
  • Added more feedback for player in mission selection, mission description screen, and the missions themselves
  • Tightened up target camera so that it would only render what it needed to render
  • Changed throttle control to be similar to Rogue Squadron with forward on the right stick engaging and overdrive, back slowing the plane down, and the aircraft auto*controlling speed to match target when within a “comfortable engagement distance”
  • Added debug log display which can be triggered by pressing d*up (warning: will impact performance)

Beta

  • First Release.

External links

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