HarvesteR
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- Apr 22, 2008
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Hi,
So, as of today I can talk about the game I've been working on for the last two years or so. I don't know if there is a lot of overlap with the Orbiter community, but I think of OF as a home base of sorts on the internets, so I think it deserves a thread of its own here.
It's called Balsa Model Flight Simulator.
Balsa is a model flight simulator where you can design and fly your own scale aircraft, then take them into missions, including combat (with paintball weaponry).
The game was built for multiplayer from the start, and it supports up to 16 pilots flying together in MP.
Balsa also features a fully featured Vehicle Editor, which shouldn't be unfamiliar to you if you've played KSP. The Balsa editor however was built from the ground up, and features many additional features, including painting and decal tools.
Vehicles in Balsa are assembled from parts, as in KSP. This time however, parts have many new features, like internal attachment spaces (featuring an x-ray style interior view you can use during construction), morphing wings and fuselages, and an entirely new visual resource flow system that you can tweak as well.
Balsa also features its own characters, or rather, Action Figures. You can place figures aboard your vehicles, which enables you to see through their, erm, eyes for an in-cockpit FPV perspective.
There is also a fully-featured Mission Editor in Balsa, which will be available in game. It lets you set up missions of your own using a modular system of interconnected components, which allow creating gameplay logic without the need for scripting.
Speaking of scripting, Balsa fully supports mods also. The addon pipeline was built on top of unity's Assetbundle system, so the game is able to import additional content made in Unity itself, using the upcoming Balsa SDK tools. In fact, the game's base content itself was developed and loads into the game using this same pipeline, so we know it is fully functional already. Addon assets can contain new parts, figures, and also new maps.
In addition to asset mods, Balsa also supports plugins in the form of c# assemblies, much like KSP did. The game code provides several entry points for plugin code to initialize, in addition to loading in part modules, scenario (mission) modules, and so on.
There is a lot more that I could talk about here, but I think this just about covers the essentials of it.
The game is being published by The Irregular Corporation (PC Building Sim, etc), and we are planning to release it as Early Access on summer 2020.
Alright, that's about it I think. Let me know what you think.
Cheers
So, as of today I can talk about the game I've been working on for the last two years or so. I don't know if there is a lot of overlap with the Orbiter community, but I think of OF as a home base of sorts on the internets, so I think it deserves a thread of its own here.
It's called Balsa Model Flight Simulator.
Balsa Model Flight Sim | Announcement Trailer | |
Balsa is a model flight simulator where you can design and fly your own scale aircraft, then take them into missions, including combat (with paintball weaponry).
The game was built for multiplayer from the start, and it supports up to 16 pilots flying together in MP.
Balsa also features a fully featured Vehicle Editor, which shouldn't be unfamiliar to you if you've played KSP. The Balsa editor however was built from the ground up, and features many additional features, including painting and decal tools.
Vehicles in Balsa are assembled from parts, as in KSP. This time however, parts have many new features, like internal attachment spaces (featuring an x-ray style interior view you can use during construction), morphing wings and fuselages, and an entirely new visual resource flow system that you can tweak as well.
Balsa also features its own characters, or rather, Action Figures. You can place figures aboard your vehicles, which enables you to see through their, erm, eyes for an in-cockpit FPV perspective.
There is also a fully-featured Mission Editor in Balsa, which will be available in game. It lets you set up missions of your own using a modular system of interconnected components, which allow creating gameplay logic without the need for scripting.
Speaking of scripting, Balsa fully supports mods also. The addon pipeline was built on top of unity's Assetbundle system, so the game is able to import additional content made in Unity itself, using the upcoming Balsa SDK tools. In fact, the game's base content itself was developed and loads into the game using this same pipeline, so we know it is fully functional already. Addon assets can contain new parts, figures, and also new maps.
In addition to asset mods, Balsa also supports plugins in the form of c# assemblies, much like KSP did. The game code provides several entry points for plugin code to initialize, in addition to loading in part modules, scenario (mission) modules, and so on.
There is a lot more that I could talk about here, but I think this just about covers the essentials of it.
The game is being published by The Irregular Corporation (PC Building Sim, etc), and we are planning to release it as Early Access on summer 2020.
Alright, that's about it I think. Let me know what you think.
Cheers
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