Fury's Sky - GZDoom Flight Arcade Game (WIP) (Demo/Alpha)
Posted: Tue Apr 02, 2019 7:10 pm
1000 years have passed since the time of the Hero, Sir Levin. Wielding a mysterious energy, and advanced flying machines capable of utilizing it, Levin's forces quashed the warring Nations of Old, and brought peace to the new World-Nation. But it was not to last. As time passed, the Nations of Old resurfaced, bearing the energy that been used against them in ages past. They shattered the territory of the World-Nation into pieces, carving swathes of the land for themselves. However, they did not do this on their own. Fearing the coming of a second Hero, the Nations turned to mercenaries to act on their behalf and carry the pretense of global peace.
One such mercenary company was the Yellow Jackets. Acting as the regional army and air force for the great Kingdom of Liefton, the Yellow Jackets bore a code of honor atypical of the cutthroat bands typically employed by sovereign nations. Their commitment to virtue, and their growing influence in the region, lent themselves many enemies among rival nations and mercenaries alike.
This is their story.
Fury's Sky has been my pet project since October of 2018, when I first tried to implement a plane in GZDoom. That singular attempt would lead to something resembling a game being made, and I'm thrilled to share my progress with you all.
This game will be a standalone total conversion, meaning that it does NOT require any of the Doom or Doom Engine WADs to run. Just get GZDoom, and the IWAD for Fury's Sky, and you'll be set. The game will have a full featured single player campaign with a variety of aircraft to fly (8 are currently planned), as well as a smorgasbord of mission types. The game will also feature an upgrade system, allowing you to tweak your aircraft's stats to your heart's content.
Mechanics:
This game is a linear flight action game. You are given a mission inside a hangar, you choose your plane and weaponry, complete the mission, and then move on to the next one. The demo version linked in this thread has the first three levels, so you can get a sense of what its like.
Flying
Yaw and pitch is controlled by mouselook (though keybinds are available if that's your thing). Throttling and tilting the craft is done on the keyboard. The flight engine is designed that moving your mouse left or right and stopping will cause the plane to bank and continue going in that direction. This is done to make flying and chasing targets easier. If you've played War Thunder, it's a simplified version of that type of scheme.
Airbraking
Unique to Fury's Sky is a mechanic called the Airbrake. Similar to the turret mode mechanic from Strike Vector, this ability lets you stop the plane at any speed and look around freely by holding down a key. When you release the key, the plane resumes flying. Advanced players can use this mechanic to stop, quickly change direction, and continue flying, making flight through small tunnels trivial. Additionally, airbraking generates a field that blocks projectiles, so it can be used defensively as well. Be warned, however, that holding an airbrake drains your plane's energy.
Energy and Charge
Every plane has an energy supply that they draw from to shoot, airbrake, and perform special maneuvers. Different weapons and actions will draw energy at different rates, and once energy is drawn, you must wait for a brief moment until it begins to replenish. If you have no energy, you cannot shoot or airbrake, so be careful!
Additionally, a plane can utilize charge to repair themselves mid-flight. Charge is normally acquired through pickups dropped by defeated enemies. Different enemies grant different amounts of charge. Once you have some charge, you can press a key to restore your health proportional to the amount of charge used. Holding down the key uses more charge.
Special Maneuvers
Planes can also use energy to perform incredible feats of flying prowess. There are two types of special maneuvers available. By holding the maneuver key and pressing either throttle up or throttle down, you can execute a somersault either up or down respectively. By holding the maneuver key and pressing tilt left or tilt right, you can execute a lateral roll that propels your plane sideways. These maneuvers consume small amounts of energy.
Flyable planes:
F/I-8 Enforcer
A common plane employed by both mercenaries and national armies. Uses standard, yet potent armaments.
Min Speed: 15 UPT
Max Speed: 45 UPT
Manueverability: High
Starting Hull: 120
Max Hull: 160
Primary Weapon Options:
1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire
2. Corrosion Cannon: A bolt that eats away at the hull of a target on impact. Slow rate of fire.
3. Hounding Cannon: A slow-moving a round that circles the target it hits. Can bounce between targets as well.
Secondary Weapon Options:
1. Force Missile: A homing missile with good tracking and damage. Requires a lock to fire.
2. Blast Missile: A homing missile that explodes on impact. Requires a lock.
3. Splinter Missile: Fires a volley of three missiles that spread out and encircle a target. Does heavy damage if all the missiles connect.
A/B-37 Condor
A large fighter and close air support platform brimming with firepower. Tough to take down.
Min Speed: 12 UPT
Max Speed: 36 UPT
Manueverability: Poor
Starting Hull: 180
Max Hull: 235
Primary Weapon Options:
1. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range.
2. Spread Pulse: Fires a spread of energy bolts in a set pattern.
3. Backdraft Pulse: Fires a single shot that releases small homing shards away from the direction of travel upon impact.
Secondary Weapon Options:
1. Force Bolt: A cannon that rapidly fires projectiles. Less effective at range.
2. Flak Shell: A round that creates an explosion after a set flight time. The blast can hit multiple targets.
3. Displacement Shot: A large, heavily-damaging projectile that pushes any incoming rounds away.
F/A-22 Gungnir
An exotic, powerful fighter specializing in homing weaponry
Min Speed: 14 UPT
Max Speed: 42 UPT
Manueverability: Average
Starting Hull: 150
Max Hull: 190
Primary Weapon Options:
1. Trident Missile: A volley of three missiles launched towards a locked target. Can be dumb-fired.
2. Comet Missile: A slow homing missile that spreads smaller homing shards as it travels. Can be dumb-fired.
3. Blast Missile: A homing missile that created a radial explosion on impact. Can be dumb-fired.
Secondary Weapon Options:
1. Heavy Torpedo: An extremely powerful missile that destroys all but the beefiest targets. Requires a lock to fire.
2. Remote Torpedo: An unguided missile that explodes violently. Holding down the fire button prevents the missile from exploding and increases travel time.
3. Trident Missile: A volley of three missiles launched towards a locked target. Can be dumb-fired.
I-54 Locust
An interceptor favored by elite pilot squadrons. Very fast, but with very poor maneuverability.
Min Speed: 20 UPT
Max Speed: 60 UPT
Manueverability: Poor
Starting Hull: 140
Max Hull: 180
Primary Weapon Options:
1. Accelerating Shot: Fires a spread of fast projectiles over a long distance. The speed and number of projectiles are increased when moving at high speeds.
2. Rending Orbiter: Two energy spheres are deployed around the craft. Enemy planes that make contact will be damaged, and the Locust's hull will be repaired on contact as well.
3. Destruction Pulse: Emits a short-range shock wave. More likely to destroy an enemy craft the closer the Locust is before triggering.
Secondary Weapon Options:
1. Proximity Mine: An immobile energy sphere that explodes when an enemy flies near it.
2. Accelerating Shot: Fires a spread of fast projectiles over a long distance. The speed and number of projectiles are increased when moving at high speeds.
3. Tractor Beam: A medium range pulse that pulls enemies closer to the Locust, allowing for close range strikes.
F-63 Scarab
A small, yet capable dogfighter utilizing a powerful laser beam.
Min Speed: 20 UPT
Max Speed: 40 UPT
Manueverability: Average
Starting Hull: 130
Max Hull: 170
Primary Weapon Options:
1. Laser Beam: Fires a continuous stream of energy. Highly damaging, but drains energy very fast.
Secondary Weapon Options:
1. Absorption Beam: Fires a short linear pulse that replenishes Energy to full when it hits a target.
2. Absorption Pulse: Emits a radial strike that replenishes Energy. Most effective when multiple enemies are near you.
3. Redirection: Spends a small amount of Charge to maximize Energy for 3 seconds.
X-101 Hatchet
A fast, nimble craft with a powerful short-range attack. Requires the best of its pilots.
Min Speed: 20 UPT
Max Speed: 50 (75) UPT
Manueverability: High
Starting Hull: 130
Max Hull: 185
Primary Weapon Options:
1. Charge: Accelerates the plane to 1.5x max speed. Any enemies in the way will be damaged during this time. Hitting enemies will also grant Charge and health, as well as a 2-second invulnerability window.
Secondary Weapon Options:
1. Lotus Strike: 8 homing missiles are emitted from all sides of the plane. Consumes Charge to use.
2. Judgment Ray: Fires a potent burst of energy over a long distance using stored Charge. Hold down the button to use more Charge and power up the beam.
3. Immolation Peal: Releases an immobile energy sphere that discharges at nearby enemies. Hold down the fire button to increase the time it lingers using Charge.
X/A-86 Gemini
A large, potent fighter featuring a never-before-seen turret drone.
Min Speed: 12 UPT
Max Speed: 36 UPT
Manueverability: Poor
Starting Hull: 180
Max Hull: 220
Primary Weapon Options:
1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire
2. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range.
3. Blast Bullet: A high velocity round that explodes on impact.
Secondary Weapon Options:
1. Detach: Releases the turret from the main craft. The turret will hover in place and shoot at enemies. It can be retrieved by flying close to it. It may use any of the Gemini's primary weapon options, and can even use a different weapon than the Gemini.
X/F-19 Vesper
An experimental fighter equipped with a revolutionary space distortion module, allowing it to evade attacks.
Min Speed: 20 UPT
Max Speed: 40 UPT
Manueverability: Average
Starting Hull: 140
Max Hull: 180
Primary Weapon Options:
1. Force Cannon: A moderately-damaging energy bolt with a good rate of fire.
2. Scatter Pulse: Fires a buckshot spread of energy bolts. Less effective at range.
3. Mini Flak Shell: A round that creates an explosion after a set flight time. The blast can hit multiple targets.
Secondary Weapon Options:
1. Warp Counter: Become invincible for 1 second. If attacked during this period, the plane teleports behind the attacker.
2. Barrage Counter: Become invincible for 1 second. If attacked during this period, homing missiles are launched out the front.
3. Rearm Counter: Become invincible for 1 second. If attacked during this period, the Vesper gains health and charge.
DOWNLOAD HERE (changelog at link):
https://proudcipher.com/furys-sky
Known issues:
-HUD appears to be too small on 1080p+ displays (scaling needs to be tweaked in settings)
How to run:
Grab the latest GZDoom from the main zdoom.org page.
Stick the IWAD in the same directory as GZDoom.
Run GZDoom.
Select "FURYSKY" from the available IWADS.
Profit.
How not to run:
Drag it on top of the gzdoom.exe. No seriously, don't do that. It will fail to run and errors will appear saying the IWAD ran twice. DON'T DO IT.