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Preview
May 22, 2006
Air Ace: Birth
of a Flight Sim
Part 1
by Guest Writer Phil
"zoombapup" Carlisle
Introduction
This
article is the first in a series which describes the life
of an independent developer on essentially a zero budget trying
to create a competitive combat flight sim. Our game, Air Ace
Online, is a World War II themed air combat game focused on
dogfighting.
Why create a flight sim?
Essentially, Air Ace is a homage to
Red Baron.
For those of you who never played
Red Baron, the key aspect of Red Baron that really appeals
is the fact that it wasn't pretending to be the most realistic
flight sim, and yet it felt good to flight-simmers. It was
perhaps the most user-friendly and easy to get into flight
combat simulation and our goal for Air Ace has always been
to make it incredibly user friendly and not require a huge
manual to get in and play.
Choosing the Technology
For any game developer, there is always
a trade off of time, money and features that can go into the
game.
For a small indie developer, this
becomes an even more important factor. Making sure that you
spend time on only the important parts of the development
that will make the experience work for the player is the overriding
rule if you are going to be able to complete anything.
One of the early trade-off's we had
to deal with on Air Ace, is the choice between using our own
technology or using something else and modifying it to match
our requirements. There are pros and cons to each approach,
but considering the time it takes to create technology capable
of comparison with high-end flight sims and the huge budgets
of the pioneers in the field, it becomes a pretty clear decision.
So our first major step forward was
to decide to use an existing game engine and modify it to
deal with our specific requirements.
Luckily we already had a lot of experience
with the "Torque Game Engine" published by GarageGames and available at an unbeatable price for indie developers.
The key factor being that essentially we could reduce our
development time by being able to concentrate on only features
we needed to make the flying experience work. Rather than
wasting our own development time trying to put together menu
systems, resource managers, etc.

The other reason that choosing TGE
was such an easy choice, was the nature of the people who
created it. These guys are some of the nicest guys you could
ever meet and have a history of creating great games. Not
only that, but being essentially a Phoenix from the ashes
of Dynamix, it seemed fitting that using an engine by the
creators of Red Baron is our choice because our starting point
for the style of the game was Red Baron.
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