Air Heroes - Intel Level Up 2009 Game Demo Finalist
by Roland Orr · 07/22/2009 (4:07 pm) · 2 comments
Good Day all,
Well in May i entered Air Heroes : Battle of Britain into the Level Up 2009, the Intel Visual Adrenaline Game Demo Challenge.
In the second week after entering the contest, Air Heroes won the weekly prize. Now that the contest is officially closed to entries, the judges (Sid Meier(Director of Creative Development at Firaxis Games and widlely know as: the "Father of Computer Gaming"), Will Wright(Founder of Stupid Fun Club, Co-Founder Of Maxis), Rick Raymo(Saber Interactive), Brad Wardell(Founder of Stardock), Christophe Canon(co-founders of Frogames), Mary Beth Haggerty(Intel), Dmitry Oganezov(Intel), Mathieu Mazerolle (Key Architect: SoftImage XSI, Senior Product Manager at Autodesk Games), Gina Bovara (Intel), Jeff LaFlam (Intel), Brad Werth (Intel), Steve Winburn (Intel)) have chosen Air Heroes as one of the 10 Finalist in the : Best Game on the Go category.
Much thanks goes out to these gods of the gaming industry for chosing my project as a finalist in this contest. Truely some great minds here.
----
Now that i have made it this far, the real crunch time begins. I MUST finish and Uploaded to Intel server by Aug.10 2009. This does not leave allot of time to finish a playable demo of Air Heroes.
Right now, the game is somewhat playable. meaning you can load it up, select your plane (one of either the: Hawker Hurricane, or the Supermarine Spitfire MK V or the MK14) and go head to head with the German Junker JU87-Stuka and the FockeWulf FW190). I am still working on the Messerschmidt BF109 and trying to get it ready for the demo.
For the hud, a graphical health bar, compass, speedo, and a semi working Artificial Horizon are all in place. The AI for the AIFlyingVehicle Class really set me back allot. But with the help of Quinton Delpeche and Jesse Liles we finally figured out a solution for the major AI control and movement issues. So much thanks to those two guys they really were a HUGE help.
There are two major sets of code behind Air Heroes, Torque Game Engine Advanced and The Flight Game Example. Saved me a HUGE amount of dev time. Plus not forgetting the huge amount of code resources used here on GG, a full list will be added in the next blog.
So far i have spent about 5 months on this project. Most of the development so far has been C++ engine side. But at this point i have to start concentrating on the script side, and getting things working correctly.
I still have a few crash bugs to work out, which appear to be mostly related to the Spawning of the AI, which is what i am trying to focus on right now.
Anyway, still a long road ahead and a short amount of time. Here is hoping for a good outcome, the competitors at this point are pretty darn good, may the best game demos win. Hoping i am one of them. I will end this blog now with some screen shots:
Air Craft Selection Gui, very simple:
IN Game Screenshots showing the Hawker Hurricane and Spitfire MKV:


Well in May i entered Air Heroes : Battle of Britain into the Level Up 2009, the Intel Visual Adrenaline Game Demo Challenge.
In the second week after entering the contest, Air Heroes won the weekly prize. Now that the contest is officially closed to entries, the judges (Sid Meier(Director of Creative Development at Firaxis Games and widlely know as: the "Father of Computer Gaming"), Will Wright(Founder of Stupid Fun Club, Co-Founder Of Maxis), Rick Raymo(Saber Interactive), Brad Wardell(Founder of Stardock), Christophe Canon(co-founders of Frogames), Mary Beth Haggerty(Intel), Dmitry Oganezov(Intel), Mathieu Mazerolle (Key Architect: SoftImage XSI, Senior Product Manager at Autodesk Games), Gina Bovara (Intel), Jeff LaFlam (Intel), Brad Werth (Intel), Steve Winburn (Intel)) have chosen Air Heroes as one of the 10 Finalist in the : Best Game on the Go category.
Much thanks goes out to these gods of the gaming industry for chosing my project as a finalist in this contest. Truely some great minds here.
----
Now that i have made it this far, the real crunch time begins. I MUST finish and Uploaded to Intel server by Aug.10 2009. This does not leave allot of time to finish a playable demo of Air Heroes.
Right now, the game is somewhat playable. meaning you can load it up, select your plane (one of either the: Hawker Hurricane, or the Supermarine Spitfire MK V or the MK14) and go head to head with the German Junker JU87-Stuka and the FockeWulf FW190). I am still working on the Messerschmidt BF109 and trying to get it ready for the demo.
For the hud, a graphical health bar, compass, speedo, and a semi working Artificial Horizon are all in place. The AI for the AIFlyingVehicle Class really set me back allot. But with the help of Quinton Delpeche and Jesse Liles we finally figured out a solution for the major AI control and movement issues. So much thanks to those two guys they really were a HUGE help.
There are two major sets of code behind Air Heroes, Torque Game Engine Advanced and The Flight Game Example. Saved me a HUGE amount of dev time. Plus not forgetting the huge amount of code resources used here on GG, a full list will be added in the next blog.
So far i have spent about 5 months on this project. Most of the development so far has been C++ engine side. But at this point i have to start concentrating on the script side, and getting things working correctly.
I still have a few crash bugs to work out, which appear to be mostly related to the Spawning of the AI, which is what i am trying to focus on right now.
Anyway, still a long road ahead and a short amount of time. Here is hoping for a good outcome, the competitors at this point are pretty darn good, may the best game demos win. Hoping i am one of them. I will end this blog now with some screen shots:
Air Craft Selection Gui, very simple:
IN Game Screenshots showing the Hawker Hurricane and Spitfire MKV:


Associate OmegaDog