Iron Angels
Iron Angels
Iron Angels is a 2D side scrolling action game where you fly your WW2 aeroplane and shoot and bomb enemies.
I started this little prototype last weekend, as a result of experimenting with sine waves to generate procedural terrain. It is inspired by a game called Sopwith (1984, David L. Clark).
The flight model needs work as do most things... You can land at bases to heal.
Early, playable PC build can be found here.
Any feedback is very welcome.
Iron Angels is a 2D side scrolling action game where you fly your WW2 aeroplane and shoot and bomb enemies.
I started this little prototype last weekend, as a result of experimenting with sine waves to generate procedural terrain. It is inspired by a game called Sopwith (1984, David L. Clark).
The flight model needs work as do most things... You can land at bases to heal.
Early, playable PC build can be found here.
Any feedback is very welcome.
Comments
Like the concept!
[-]Game reminds me a lot of Wings of Fury
[-]It's a wonderful concept.
[-]There are some technical issues, like if you collide with another plane you would rotate on the forward axis and become invisible.
[-]Controls are awkward for me and it's the major thing stopping me from playing more.
[-]Why map [A-D] to Up-Down? Somehow my brain maps [W-S] to up down, because the fingers move up and down on [W-S], must have died half a dozen times because of that.
[-]Not sure if using the mouse to center the view is the right approach, it's an unnecessary function that you have to perform with the right hand, you could give the player something else to do with the mouse instead of controlling the view.
[-]Mapping throttle to mouse-wheel would be awesome, having a throttle indicator would be great too.
[-]The game felt way too fast for me, partially because of the view not showing what I was attacking, moving the view in some smart way would help with this.
[-]I found that it was nearly impossible to shoot down an enemy plane, it follows so closely that you can't maneuver to a shooting position. (I didn't use the flip function.)
[-]Loved the level map.
The concept has a lot of promise, would be nice if the control scheme could be refined somehow.
This is experimental to empower the player to have some control over the camera. In WW2 dogfights it is a well know fact that pilots needed good eye sight and were continuously scanning 360 degrees to get a bearing on enemy fighters. I was trying to convey that feeling. Brilliant idea, will make it a default. The mouse to control of the camera idea mentioned earlier was meant to alleviate this. Yes, the AI plane is basic. Longer turning circles will give player time to turn and face when an enemy overshoots. Will rework that for sure in the near future. Haha, thanks. Was just a sine wave test, but with proper art it might promise beautiful vistas along with the action.
I liked working on this and will spend more time improving it time permitting.
I am thinking high altitude bombers, submarines and maybe a zeppelin or 2. Some search lights that pin a player in their beam, making surrounding AA and ground fire more accurate could be interesting too. Anyways, just some random ideas that may or may not make it in. :D
Thanks for playing.
K
I actually enjoyed the control of the plane since it feels like a skill one can immediately snuggle into.
You may or may not know about the game Luftrausers from valmbeer, I am sure you will be able to see what they did and see how they solved some of the problems you may be facing in the development of the game.
The music was an excellent choice and the view system is fun, maybe it just needs some kind of restriction so that you don't accidentally go to off center from your plane?
How did you do those waves though, very nice.
Was fun playing it!
Once I was happy with result, i took the points generated to create 1 chunk/section of the map using collider blocks placed between 2 points.
The whole map is stitched together with x amount of these chunks. Trick is each chunk should start and end at y=0 to be seamless. The water chunks simply update the position of the points.
Cheers,
K
It seems to me that to throttle up and down "W" and "S" has to be pressed repeatedly making it a somewhat slow transition. Having the throttle react snappier (perhaps binding it to the mouse-wheel like @critic suggested) might lead to tighter movement (smaller loops) and better aiming.
@Asriele, Wow, you've put that so well and it is very inspiring... I guess it is the same questions most of us have when exploring a new prototype and questioning why *this* and how to take it further and make it unique/our own.
Lots to think about, but it's a fun journey. Thanks for sharing :D
I think by having the enemies turn slower its more realistic and fun but at the same time due to your own super power turning abilities they are forced to swarm around you in a circle while you take them out from the center of that circle. When it becomes feasible it would be awesome to have the enemy planes crash into the water if you are able to not crash into the water yourself.
I also think you should limit the amount of bombs you have, you can literally just fly straight up and bomb all the planes as they follow you.
Is it intended for the AA vehicles to be the most difficult enemy? They are crazy hard to take down.
Especially since the easiest enemy to take down are the ships.
That aside I think I like that its not a bullet hell game and this update doesn't make it one.
I at least consider bullet hell games to be a game where the focus is on careful navigation of a cramped space. Where iron angels seems more focused your ability to fly and apply correct firing tactics.
Limiting fuel and bombs is planned. I also still want to add splash damage to bombs (distance scan on impact).
In general balance is not yet in at all. Juts playing with mechanics and some early ideas, but will need to consider scale and time to kill.
Regarding the level it would perhaps be a good idea to limit altitude via a stall mechanic and I don't like the fact the level ends via sheer cliffs to the left and right. Maybe a circular map could work, shall see what can be done in the future.
For now I want to add a high altitude bomber and a zep or 2... :)
https://twitter.com/boymakesnoise/status/972274685542129664
https://bearmancer.itch.io/pequod
Had a lot of fun with this game. Also has some great music!
@Asriele That is a very cool idea. Hollywood does seem to portray all wartime pilots as slightly arrogant and risk takers (Top gun etc). Could work if implemented well... Yes, that has been on my mind too. Just flying around shooting stuff will get old quick :D