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Offline Asid

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Project Wingman : advanced fighter jets
« on: November 12, 2020, 01:05:57 AM »


Project Wingman is a flight action game that lets you take the seat of advanced fighter jets and become a true ace. Fight in various missions and gamemodes ranging from intense aerial dogfights to large scale ground assault in an alternate scorched earth setting.


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Project Wingman | Arcade Flight-Sim | Announcement Trailer





About

Project Wingman is a combat flight action game with an emphasis on polished and refined gameplay, true-to-its-roots inspirations, and an engaging single player experience. Perfect for those who aren't looking for a simulator experience with the ease of pick up and play, all the way to those who want a fast-paced challenging flight action game.

Dogfight, strike, and fly through combat zones based off an alternate history of Earth. Either over the cold waters of the Bering Strait, attacking tanks in the brutal deserts of the Orient, or diving through the Redwoods to strike targets of opportunity in the Pacific Northwest, across the oceans, above the scarred lands of the world, this war will take you from exotic battlefield to exotic battlefield, all while going up against odds way above your pay grade.

Pure Combat Flight Action
Exotic weaponries such as railguns and geothermal-powered armaments will be ready to pluck you out of the sky if you're careless. Whether you are an attack aircraft pilot, skimming the ground with a gatling gun and rocket launchers attached to your wing, or an interceptor with long range, almost sniper-like missiles at your disposal, it will be up to you to prove yourself as an Ace pilot.



Conquest Mode
In Conquest Mode, fight in an uphill battle against various bosses and ace squadrons in a territory capture game, drawing elements from roguelikes and RPGs. Players will have to earn enough money to not only upgrade their own plane, but build a mercenary army of their own in order to take on waves of increasingly difficult opposition as they struggle to take on a myriad of changing missions.


Virtual Reality
Virtual Reality headsets will work in-game to put the player in the cockpit of aerial warfare, immersing themselves in head-swiveling combat. Combine this with full compatibility with HOTAS peripherals and custom axis curves, and you will be able to experience the game however you want, using any DirectInput supported peripheral you like.


Key Features:
•   Fly in varied and exciting scenarios and locations unlike you've ever seen before
•   Engaging single player campaign
•   Over 20 different aircraft and over 40 unique weapons at your disposal
•   Fight different kinds of adversaries such as giant mechanized fortresses and railgun cannons
•   Test your skills in Conquest mode and fight against hordes of adversaries
•   Want a different Conquest experience? - Adjust it with modifiers to your liking
•   Beautiful 3D Volumetric clouds rendered with TrueSKY
•   Fully rebindable controls and HOTAS compatibility with DirectInput support
•   VR Support

















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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #1 on: November 12, 2020, 01:06:27 AM »
Will multiplayer / coop be added?


As of right now, the current scope of the project does not include multiplayer so that we may focus on delivering a solid singleplayer game first.

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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #2 on: November 12, 2020, 01:07:19 AM »
Project Wingman | Gamescom Trailer
Sep 1, 2020




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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #3 on: November 12, 2020, 01:08:32 AM »
Project Wingman | Release Date Trailer
Nov 10, 2020







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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #4 on: November 18, 2020, 12:08:28 AM »
REPORT #1: Campaign Overview
Tue, 17 November 2020



As the day quickly approaches to Project Wingman’s 1.0 release, we think it’s best to put out some reports whose goals are to bring us all to a common understanding as to what the game will be on release. So sit right there and let’s all get ready, together.

The story mode of Project Wingman, the campaign, is the first half of Project Wingman’s single player mode. It is the constructed mission experience of a mercenary pilot known as Monarch, leading his allies to save a country against an imperial power known as the Federation. We’ve all heard this type of story before, and what better way to pay homage to these types of games than having such a campaign in Project Wingman?

This campaign will put you in the position to show off your mettle as a fighter pilot, destroying enemies that will do everything in their power to stop you. Ace pilots, flying airships, insurmountable odds and excruciating firepower will be turned against you, but you’ll kill them all on your path to complete a contract for a country under siege. No big deal right?

All this while you’re accompanied by two wingmen, an AWACS (and maybe a WSO), with a cadre of supporting voices from the sidelines.







In a world where history has reset, the earth itself is at hazard as people fight over its resources. Mercenary is a common term and great air ships crowd the skies as fire keeps the world turning. That’s where Project Wingman finds itself.

Lore-wise, this world has a history, a before, and even an after this game’s events. It is a stage that we may yet do many things in, but for now, this is our first foray into the World on Fire.







This is our first major game trying to pull anything like this off, and the standards which we speak to from other games are among the highest in not only this genre, but this industry.

The storytelling of those games which precede us are on a measure we strive to match, but remaining realistic, we do not have the outright capacity to completely match. As a two man team in regards to developing the campaign, it would be unreasonable to expect us to do such a thing on our first time around, and to expect something that is equal to the old masters in terms of our campaign and story telling is perhaps fanciful. We ask you to temper those expectations.

Unfortunately we couldn’t afford cutscenes, as is tradition in this genre, and for this reason the game’s story progresses entirely in what we consider ingame. Rather than try to half-ass a story which relied on external storytelling elements, we decided to rather work with what we have and contain it down to what we are able to do ingame.

In Project Wingman’s story lies a straightforward, cohesive experience from beginning to end, all of it in service to the gameplay of you, an ace fighter pilot, overcoming an insurmountable foe with pure skill and determination.

Our artbook, due to various Kickstarters, will release following the game, and it will detail further lore bits, alongside some of Project Wingman’s “inside baseball” and even some short stories from me.

With the game's story in particular, we had an image of it in our head that was very cohesive, very focused, that we worked toward, but even then sacrifices had to be made. We wish that we had more resources to work with especially in this department over development, however the lesson of this story, as in the one of Project Wingman’s campaign development, is that it is a progressive experience.

We hope you enjoy the story you'll embark on come December 1st!


-Matt


As always follow us on our Twitter, Facebook, Steam Group and join our Discord if you want to be informed with PW news and discussion. Wishlist us on Steam!


More information will be inbound soon, especially for those due keys for the game.


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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #5 on: November 23, 2020, 01:43:23 AM »
Report #2: CQ, VR, and QA oh my!
Sun, 22 November 2020

As the day quickly approaches to Project Wingman’s 1.0 release, we think it’s best to put out some reports whose goals are to bring us all to a common understanding as to what the game will be on release. So sit right there and let’s all get ready, together.



Overview
In Project Wingman, gameplay is king. It is the entire why and reason behind most of our decisions: it is our attempt at a greater realization of another step forward in this genre. So what better in the leadup to the game’s release than to talk about gameplay, as broad a topic as it is.

Chances are if you backed this game and or are following it, you know the gist of the gameplay loop: You’re a once in a lifetime pilot, carving through the enemies with back breaking strikes and skillful maneuvers in a myriad of different aircraft (the aircraft of which will receive their own preliminary report prior to launch). You destroy the enemy, you get paid for it, and by getting paid you buy new aircraft. The better you fly the better the results of the mission, and if you’re flying instead for the thrill of it, all that is just pretext, isn’t it? But I digress.



How the planes fly, how the guns feel, how enemies pop and how they fight back, all of it has been tuned to bring out the best casual combat flight experience that, not only we would love, but we think you will as well.

In fact to assure that, final play testing is underway amongst players randomly chosen from our earlier queries: a brave group of 20 something pilots going to war both in VR and out against software daemons and the unpolished mass that is version .9 of Project Wingman. It is with their sacrifice and diligence that we will see 1.0 be better for you, the end user, so we salute them.

We could go into each part of the gameplay loop, but release is about ten days away and we’re not gonna mince words. We’ll hit a few things that might be worth knowing to prepare you for release:


CQ
Perhaps of all of Project Wingman’s features, Conquest is the most unspoken of, and perhaps that is a disservice to it as a mode. In truth Conquest could’ve been an entire game unto itself, however as the dust falls it fits in just well with Project Wingman’s package as a whole, and we wouldn’t think of it any other way.

So as a recap: Conquest is a roguelike mode, where players proceed on “runs” in order to clear an overworld map of enemies. They do so by sortieing and fulfilling an objective in each area, facing down a boss in each area before extracting and moving onto the next.

Simple? It is. However there’s some chaos in the mix of course:

The enemy won’t take this attack from you laying down, so they’ll continually send reinforcements during your sorties meant to stop your run. The voracity and skill of these reinforcements are defined by the Alert Level. The higher the Alert Level, the more dangerous the enemy’s reinforcements. The Alert Level rises over time ingame, regardless of anything you do, so, depending on how much of a rational pilot you are, it is generally in your interest to complete objectives as soon as you can.

However, doing that you forgo a lot of options to gain credits by taking out non-HVT units…



The name of the game in Conquest is balancing your time and your ability to gain credits to buy allies in order to help you during your run. Farm too long in an area, you might be facing impossible odds in the next sortie. Go too fast and neglect too much cash on the table, and you might be unprepared for a boss.

When you get shot down, the run is ended, and you reset this sick game from scratch save for one thing: Prestige Points.

These are the only things kept from previous runs (plus any ill-wishes against the SOB that downed you).Using Prestige Points you can buy aircraft to use on each subsequent run. The aircraft list in Conquest is different from the list in the Campaign, as Conquest mode leans into the more “gamey” part of this genre, so we think you might enjoy the power fantasy that comes when you gain enough points to buy that late-grade aircraft variant…



As with the Campaign, modifiers can be toggled for runs as well, adding further gameplay variation to this action packed mode.

Rest assured you don’t have to do an entire run at once, you can pause and return to the game if you need to, but you’re not a save scummer, are you?
Conquest will release alongside 1.0, and as stated in previous reports, it is the game mode most likely to be expanded post-launch, (and to be honest we’d be amazed if it is 100% hitch free on launch given the nature of it) so any feedback is appreciated across our social media and community groups.

VR
Virtual reality integration and peripheral support into Project Wingman has been planned from day one, and on the verge of another day one, we have this to say:

It’s in.
There’s not really much to say without descending into the flowery PR speak of “FULL IMMERSION” and “FEEL LIKE YOU’RE REALLY IN THE COCKPIT”.

VR support in Project Wingman is a 1:1 experience with traditional players, asides from the fact that, for obvious reasons, you’re limited to a cockpit point of view at all times ingame as you are seeing the game through your very eyes.

This might be underselling it, but it is what it is: You can play Project Wingman fully in VR through the Steam VR and Oculus.

All the content, sights and sounds and gameplay, it’s there for ya’, so go nuts.

HOTAS support as well, that’s pretty simple. As long as Windows 10 reads it from DirectInput, you can bind it. Racing wheel enthusiasts and guitar controllers, go right at it if you want.

VR Footage A




VR Footage B


Fun fact, we did test motion controls, as in virtual joysticks, a while back, but it never went past the testing phase. If there’s enough demand we can try reinvestigating it, of course, as it was an interesting novelty, and an option for those of us without controllers.

Now of course there are real life considerations that we have to approach: VR gameplay is going to require a beefier computer to handle compared to just running it traditionally, and you should expect that sort of performance gap. I will tell you what I use personally for my VR experience, and you can make a judgement call from there:
Processor: AMD Ryzen 5 2600
Memory: 16GB DDR4 at 2133MHz
GPU: GTX 1070

These are the big things to my personal rig, running a WMR headset, and I was running at very playable frame rates cranked all the way up at 150% render scaling. This is by no means a recommended spec sheet, and your mileage will vary, but as I stated earlier VR specs should be expected to be beefier than that for a crystal clear, silky smooth experience, especially for headsets pushing more pixels. If you find success with specs that are surprising to you, it’ll be surprising to us, so feel free to shoot us a message. (As for specs in regards to traditional gameplay, i.e. non-VR, we have those available on the Steam page.)

Now HOTAS setups and VR headsets are so various in configuration that of course some will run into issues, however we’re standing by in regards to that and will try to help who we can if their setup doesn’t work for reasons we can handle. If any issues rise up, feel free to note on the Steam forums, or on our other social media sites, but preferably our Discord if you can manage.









Follow us on our Twitter, Facebook, Steam Group and join our Discord if you want to be informed with PW news and discussion. Wishlist us on Steam!


More information will be inbound soon, especially for those due keys for the game.

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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #6 on: November 25, 2020, 04:51:10 AM »
Report #3: Planes
Tue, 24 November 2020



As the day quickly approaches to Project Wingman’s 1.0 release, we think it’s best to put out some reports whose goals are to bring us all to a common understanding as to what the game will be on release. So sit right there and let’s all get ready, together.



Plane List

This is arguably a pretty important report out of these series that we’ll be releasing in the run up to release mostly because, and rightly so, aerial dogfighting is the main reason you’re (probably) playing, Project Wingman. So to put it plain and simple, here’s what you can expect from Project Wingman’s 1.0 in terms of available planes:

20 planes, and even then that might change between the posting of this report and endgame (only upward of course), ranging the whole gamut of playstyles and combat capabilities. To attackers with special weapons racks that would make small armies fear, to interceptors with long range missiles able to strike down foes in a single pass, and even the experimental design or two from this world’s machinations; all are here. You'll have to wait until the release to fully parse out the exact list, but allow us to preview the non-spoilery examples:




























On release, I’m sure genre veterans will notice the omission of some particular standards, or even aircraft that we might’ve teased prior. Simply put then: We didn't include all the planes we might've teased for fear of overinflating the aircraft list and our workload, but in the future we're going to look into adding some back or providing new planes altogether. If an airframe you’re hoping to see represented didn’t get in, hold out hope and feel free to ask!

Now that’s it for this report in the lead up to launch day, we’ll see you soon with another report!

As always follow us on our Twitter, Facebook, Steam Group and join our Discord if you want to be informed with PW news and discussion. Wishlist us on Steam!

More information will be inbound soon, especially for those due keys for the game.

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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #7 on: December 04, 2020, 02:31:13 AM »
Post-Release Report #1: Version 1.0
Fri, 4 December 2020

Forgive any lack of eloquence in this report but we started writing this on our D-Day, launch day of Project Wingman. As of us writing this it is currently over 24 hours since launch, and boy, has it been a launch.

Not smooth, definitely bumpy, with cracks we’re looking to patch up as soon as possible, and we’re not gonna say this is a straight victory yet having launched, however it is a milestone on the way to a full realization of Project Wingman. We think it’s too early to start celebrating, however, there is something to be said that, upon launch, we are currently 2nd best selling globally on the Steam charts, and for that, how could we not thank you all? If it wasn’t for the fact we’re in overdrive right now, I’d be crying.



But there’s no time to cry and only time to report to you, our long time backers:

1.0
Project Wingman’s 1.0 is named as such because it has all the elements we wanted for a 1.0 release. It is the complete experience. That being said that does not mean it is the perfect experience as it has clearly been put together. Now this is of course a consequence of immediately widening out the user pool. Naturally things have broken, and things are being fixed as we speak, however everything is there for us to set up and build upon as we go on. Beneath any of the mistakes we have made is something we know is worth it. The campaign as a whole can be played start to finish, conquest is in and ready to be expanded, our banging tight soundtrack is out in full force and there is a selection of planes to choose from to tickle your fancy as you fight from the Creole Republic to the very precipice of Hell itself.

Our expectations with 1.0 internally was that we knew things would break, and as far as we can tell the most major issues surround hardware configurations (HOTAS implementation especially), and VR. SteamVR at the moment is not exactly playing well with a minority of systems despite indications from our testing, however we are working as fast as we can to settle it and have everyone play PW as best as they can.

One thing that is not completely in at the moment is backer fulfillment, we are populating the game with the remaining names now as we speak in mostly natural ways. This ranges from Conquest implementation to Mercenary mode cameos.



1.0 Issues and Support
As we said earlier our 1.0 is not where we’d like it to be, and we recognize many issues ranging from aforementioned VR issues, to fatal errors on startup, to some screwy localization and subtitle work. As more and more people play and more and more bugs are reported, it’ll just make this next patch able to hit more and secure a better gaming experience for all. So if you’re reporting or experiencing bugs, keep on coming to us and letting us know.
This isn’t the official post-report where we sit down and talk about how far we’ve come, that comes later, but for now, we’ve got another challenge ahead of us: post-release.

We intend to keep the game updated and maintained as we go on forward, however as for any major plans we have in the future?

Non-existent.

We’re living day by day at the moment, and until everything is settled, we won’t be happy.

That being said there are ideas being brought to us: such as more endgame two-seaters for some reason we can’t place our finger on. Tons of people are asking for them, so we are, naturally, going to investigate whether or not we can throw those aircraft into your inventory.

Kickstarter Rewards
All game keys were sent out prior to release, and our soundtrack keys are also on hand ready to be sent out when we are able to organize a push out. The art book will be also handed out at a later date. Be aware that many keys are ending up in spam folders, so if you have not gotten your key yet, check your spam folder, and if it’s still not there, come talk to us.

Keys would’ve been sent from @sectord2.com domain.

Also be aware whether or not the key you received was a GOG key or a Steam key, based on your preferences as listed in the survey.

In the immediate future

Expect patches to roll out until 1.0 is crystal clear and the game is, by itself, a well-maintained and self-sufficient package.


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Offline Asid

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Re: Project Wingman : advanced fighter jets
« Reply #8 on: December 22, 2020, 04:13:08 AM »
Minor Backend Update - December 21st
Mon, December 21, 2020

Minor update to Steam back end to enable Cloud Saves.

Hi All,

This is a very small update while we're working on our 1.0.5 update. We've pushed a highly requested feature to the Steam backend to enable cloud saves.

Backend Update December 21st
-Enabled Steam Cloud


Cheers,
RB

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