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  • The Windward update focuses on adding wind to influence flight. "Wind" will encompass all external forces a flight object can encounter. For this release, that will include directional wind, windward terrain wind deflection, lee side terrain wind rotor, and thermals. Other wind phenomenons that may or may not be included are inversion layers, and wind directional shifts with altitude. The phenomenons that are rare for flight creatures to encounter won't be included, such as wave lift. The intentions for which forces to include directly correlate with what will give the player the most interesting and memorable experience. Players should recognize just through play that they are flying through wind, or a thermal. Additionally, I want them to take those experiences with them when they put down the game, and perhaps watch birds circling in a thermal and understand what is happening. This update will require an API to add wind forces to a flight object. I see two possibilities for how this may be architected: 1. Through World Physics -- at each physics time step, the flight object makes a call to the World Physics object with its position, and returns the sum of wind forces the world is producing at that position. Conversely, the World Physics tracks all wind producing objects, where the developer can decide which forces to include or exclude from the world. 2. Event Driven -- Forces will be applied when a flight object collides (Physics Colliders) with them in the world. For thermals, this would happen through the rigidbody OnTrigger() methods.

    No due date
    1/14 issues closed
  • Add all of the necessary changes for a production release of Free Flight. Changes in this milestone are intended to push Free Flight towards a production release. These include things like tidying up the code, adding a logo, anything a user should expect for paying money.

    No due date
    6/14 issues closed
  • The purpose of this update is to review all of the systems in place so far, and make them more stable and cohesive. This includes removing Character Controlers and writing new rigidbody based ground controllers, as well as tuning the physics so that it behaves more realistically. The reason this is its own milestone, specifically after the Animated Milestone, is that it still isn't totally clear how the systems in place will change by this point (meaning we don't want to "fix" the systems now, only to fix them again later). Once the Animation milestone is completed, I don't envision anymore radical changes to the physics or controllers, making this a good time for code review and refactoring. Systems that need inspected: * Basic physics calculations * Lift/drag/angle of attack functions * base controller animation code * Mechanics code * UI code for the main Free Flight script * And anything else that needs review by this point!

    No due date
    59/63 issues closed
  • Add fully working animation, as well as drop in support for user generated animations. All animations will work according to Unity's built in Mechanim system. We need to have a fully working Animation Controller, as well as physics support for each of the states present in the Animation Controller. The animations required are as follows: * Gliding * Flapping * Diving * Flaring * walking/hopping ####Note: We are supporting Ground Controllers as of the Noisy update, so ground animations will be required as well. Additionally with this update, we will need to ensure Flight Mechanics and Flight physics are working properly.

    No due date
    30/31 issues closed