Tried out some very rudimentary modding support: this is an old model from a very old project, loaded at runtime from an .OBJ file.
Don’t forget to check out the subreddit.
Mainly a bunch of polish fixes, plus a few subtle tweaks to the flight model and a few HUD improvements.
- "Fwooshy" effect now appears based off of airspeed instead of throttle, so it will show up even when you’re diving at low throttle
- Pitching up or down will much more gradually alter your airspeed; if you level off after diving you’ll keep your airspeed boost a bit longer like in proper flightsims
- Speeding up or slowing down will adjust the camera FOV a little
- Polished mouse input: the deadzone is now circular and applied correctly so it’s not so sensitive.
- Gamepad input now uses the InControl library for better cross-platform support and better native support of more controllers. Please report any and all gamepad issues; if your gamepad does not work at all or is the button / stick bindings seem very incorrect, please mention exactly what controller you’re using. Unfortunately, the control re-binding options in the launcher will no longer work, I’ll add the ability to alter them by text file and eventually in-game.
- Tapping the “switch weapons” button will switch to the next weapon in the wheel (going clockwise)
- "Switch weapon" button changed to "Y" on gamepads
- You can now yaw on gamepads using the left and right bumpers
- Camera movement on gamepads should be a lot better… but a little weird in some cases
- Added faint directional arrows when hostile air targets are off-screen
- The HUD has been redesigned to take up less screen space
- Engine thrust effect should no longer z-fight (flicker) when at very low throttle
- Oh! There’s also a new aero! :)
19 notes | Reblogged: (via
Anonymous asked: Nice game. Although control criticism is probably a bit premature since not everything is in yet, I think weapon selection using analog needs more of a dead zone to it. It's really sensitive and I end up selecting the wrong thing due to the bit of bounce back you get with a stick while trying to hit a direction fast.
That’s actually a great thing to point out, I noticed weirdness with the camera controls due to bouceback, too. GAMEPADS. (╯°□°）╯︵ ┻━┻
Any game described “fwooshy” will immediately take up space on my hard-drive, and if it’s also described as a “feel good flight sim” then I am down with it.
Rock Paper Shotgun wrote some words about Sky Rogue, and both traffic and donations are in the middle of a huge spike. Thanks!
They covered SWOOOORDS! in the past, so I knew that an email to them would go a long way towards getting an article for Sky Rogue…. however, I never actually sent them an email! I thought the game wasn’t ready yet. Oh well.
cmdbob asked: I was wondering about what sort of lighting setup you have, as that's the other half of this games visual style and I'd find it interesting to see what you did.
The lighting is amazingly simple. There’s just a single directional light in the scene, with shadows enabled, strength at 0.8 and bias at 0.1. I use as many shadow cascades as possible in ALL quality settings so that they’re as sharp as possible, having blurry pixelated shadows really disrupts the feel and there’s not a huge amount of shadow-casters anyways. Shadow distance is of course bumped up very high, because distances in the game are far. Ambient light is slightly blueish, like any outdoor ambient light should be, and the diffuse light is pure white even though I’d suggest going for off-white (either yellowish or blueish) to get a subtle glow.
Anonymous asked: I'm having trouble resetting the controls back to default in Sky Rogue Alpha. I tried mapping them over to my Logitech controller and that was all messed up. Can you point me towards the appropriate file? Seems neither the uninstall option nor Revo Uninstall Pro can find the relevant file. Thanks
I finally put in the 5 minutes to figure out how to do this… unfortunately it’s a little annoying, but at least it works… I posted the solution over in the reddit:
Anonymous asked: Newbie dev question time! I think the art direction is amazing! Are you using cel shading?
Actually, no. We’re using (mostly) hard-edged models (that is, flat-shaded) using bog-standard diffuse shaders. The textures are just colored squares, to “texture” the models we cram the UVs of the distinctly colored parts of the model into the squares. We are able to get the detailed look by simply using a lot more polygons than normal. Because we’re using geometry instead of textures, the details look sharp at all resolutions, at all distances, with all quality settings.
The game likely looks cel-shaded for two reasons: A) the shadows are fairly dark, and B) Some of the lighting is painted on the models using the colored square texture. The most obvious example is the dark-colored undersides of all the aircraft. A more subtle example is the sides of the “Rogue” fuselage, which are always a darker shade of blue than the top because it’s just colored that way. Relying more on painted lighting gives the game a stronger, more stylized look than normal lighting alone and thus people not too familiar with 3D art techniques might think it’s cel-shading / a “toon” shader at work.
Anonymous asked: I used to be all about the flight sims, but nowadays the only sticks connected to my PC are 360 controllers. They didn't work by default, and I couldn't remap any keys to them in the config - what are my options?
That’s really bizarre because the 360 controller should work without any remapping. Maybe make sure you only have one plugged in at a time? I’ve actually never tested but it will probably only take the input from controller 1.
I use the mouse and keyboard controls all the time for testing, so long as you play it fullscreen it should be fine. When windowed, the cursor can go outside the screen, and currently there’s actually nothing I can do about that because Unity forces you to lock the cursor to the middle and hide it if you want to lock the cursor inside the window.