v3 Launch Status Update

Hey everyone, Martijn here with a quick update on Volo Airsport’s launch progress.

Launch Update

I underestimated the impact of our time zone difference with the folks from Humble, and thus it’s taking longer to set up our sales widget. I’m sorry about this, especially as I’ve been telling you all we’d go live on Wednesday. Lesson learned.

That said, my guess is we’ll be up and running soon after San Francisco wakes up today! I know I’ve been saying it a lot, but: just a little bit longer. 🙂

Greenlight Progress

We’ve launched a Steam Greenlight campaign, which means we’re trying to get Volo Airsport on Steam, and we need your help to do that. If you’d like to see this happen, go the Greenlight page and vote!

It’s fantastic to see how far along we are after a single day! At the time of writing we have over 1100 yes votes, and are 20% of the way to the top 100.

The game isn’t available to play yet, the new website isn’t online yet, and no press coverage has appeared yet. A lot of votes are from people encountering the game for the first time, browsing Steam itself. It’s great to know we’re making a good first impression.

Thank you all so much!

To All Who Donated

Here’s How You’ll Get v3

First of all, thank you so much for buying Volo Airsport and supporting its development. You rock!

We are getting ready to launch Volo Airsport V3, and as promised you will get access to it! We’ve sent emails out to all the Paypal addresses we have on record to confirm.

The game will be distributed via the Humble Store from now on. We will send you a key later this week, but before we can do that we need to make sure your contact information is up-to-date.

If you received our email, and you’re fine with your Humble key being sent to it, you’re all set. If you’d prefer a different email address, send us an email with your preferences. If you didn’t receive our email, first check your spam box. If you definitely didn’t get the email, let us know and we’ll sort it out.

Volo V3 will launch later this week. See you then!

Top Down

The Flare Path on Volo Airsport

I had a chat with Tim Stone of Rock Paper Shotgun this week, which ended up in a lovely article about Volo Airsport and Becoming‘s wingsuit game. We talked about the next things on the todo list, the overal direction for the game, and some key inspirations.

It’s been a good reminder to blog more. Thanks, Tim!

Here’s some bits that didn’t make the final cut, but which might still be interesting:

RPS: Did you have any flight sim design experience before embarking on Volo?

Me: I did not have any flight sim design or game development experience to start with. Going with Volo as my first project was ill-advised in hindsight, and seeing it through is still a fool’s errand in a lot of ways. I’m happy to do it, though! I yearn for this particular flavour of game, and few others seem interested in making it.

RPS: What, specifically, inspired the project?

Me: Wingsuit basejumping exploded in popularity around 2010, mainly because cheap head-mounted cameras resulted in lots point-of-view Youtube footage. I stumbled upon videos from Phoenix Fly around then, and I remember stammering, agasp and aloud: “Y- you can do that with just your body and some fabric?” The sport looked at once elegant and clumsy, equal parts thrilling and serene. I was surprised no one was building a game around it.

That sparked memories left by Pilot Wings 64 and SSX Snowboarding, among other games. Easily disregarded as ‘arcade’ games, I tend to view these games as impressionistic, opinionated simulations. I am fascinated by complex systems, but I don’t want Volo Airsport to become a dry simulation experience. Seeing how these games carefully choose, accentuate and exaggerate what they simulate is useful. I’d also be disappointed if I couldn’t work some Shadow of the Colossus and Dark Souls influences in there! (I’ve not noticed this before, but all those games are Japanese. That probably says something.)

Chat in the Forums

I haven’t streamed anything on Twitch yet this week, my apologies.

We now have a discussion forum though! Come chat about the game, share screenshots and videos, and gently nudge me about making new builds.

I went to Indievelopment on Monday. The event wasn’t as interesting as last year (it was heavily geared towards students this time around, and talks had less oomph), but I had a good time with friends nonetheless. Drinks and discussions on ludology make for a good evening!

I spend an afternoon doing a code review for the work Frank has been doing. As mentioned last time, he has worked on the new GUI system and some other parts of the game. His style of programming is very different from what I’m used to (functional, as opposed to my mostly imperative approach), and we’re learning to find a middle ground.

The heartbleed bug in OpenSSL also prompted us to perform some updates on our servers, and to actually force blog administration to use HTTPS. I feel just a little bit more secure now.

Anyway, that finally lets me back at actual game development. Let’s code!

Development Updates

A quick update for today!

You can now catch me working on the game live regularly on Twitch.TV. I’m also more active on social media these days, so follow the m_zandvliet & voloairsport twitters for more immediate updates and streaming announcements. I even set up one of those Ask.fm things!

I have a couple of in-depth posts queued up that will outline both the more immediate and far-off plans I have for the game. Look for them this week!

The Aurora Wager V4 (And What’s Next?)

Download The Aurora Wager V4

Changes

Features

  • Split-screen multiplayer support (just technically though, no real gameplay changes yet)
  • In-game graphics and input configuration screens
  • Overhauled wind field system (smoother, more variation, some interesting anomalies, less prone to crashing the physics engine)
  • Overhauled wind graphics (More particles, longer trails, wider range, optimized performance)
  • Linux version now comes with both 32-bit and 64-bit binaries

Continue reading