Angels Fifteen: New age of aerial dogfighting

People always stereotype me as a ROBLOX player who only makes plane games. So I decided to own up to it and work on a plane game. I’m calling it Angels Fifteen (which means 15,000 feet), and I am utilizing tons of new features on ROBLOX to do it.

I’m in my 3rd week of development on the game now. It’s in pre-alpha stages still. Everything was built from scratch. I find that I can make my content more original from my previous content by doing things from scratch. I only reuse some functional code that has no need to be rewritten.

Here’s a screenshot of online play so far from the cockpit view. You can see a couple missiles I’ve launched at the plane I have locked. My teammate is flying on the left side of the screen in the gray box:

[Full size image]

Here’s a video of gameplay as well:

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You are doing this with Filtering?

This scripting on this is really nice, do you think you could add some animations/effects to the plane? At the moment it’s pretty static and that pretty much the only thing that I would do to the planes

  • Cockpit lights blinking or something?
  • Engines emit particles or have a fire mesh? (I say a mesh because people associate smoke/fire particles with damage, which would be confusing)
  • Add lights to the engines so they look like they’re on?
  • Add flaps that change depending on your controls

Also maybe like a hangar thing where you can customize and it would have nice animations with your character and the cockpit opening/closing etc.

Maaaan I posted this the last time, and you’d have no clue how happy you’d make me and every other dog fighting nut out there if you added this.

As a hardcore realism/simulator guy I dislike the fact that you seem to have unlimited missiles :frowning:

But otherwise really nice, I’ve been meaning to do a similar HUD system for quite some time.

[quote] Maaaan I posted this the last time, and you’d have no clue how happy you’d make me and every other dog fighting nut out there if you added this.

https://www.youtube.com/watch?v=b-VNSJMiNt0 [/quote]

Also this:

That moment when you’re going faster than your missiles/

Yes, filtering is used. It makes it quite difficult to do, since the client has to heavily communicate both with the server and the other clients/players.

I got motion sickness.

Could you perhaps turn down the sensitivity in turning? It seems like all I have to do is flick my mouse in one direction and I’m doing a barrel roll.

Yes, filtering is used. It makes it quite difficult to do, since the client has to heavily communicate both with the server and the other clients/players.[/quote]

I have this problem, it’s difficult to keep it smooth for the client, but correct on the server.

Yes, filtering is used. It makes it quite difficult to do, since the client has to heavily communicate both with the server and the other clients/players.[/quote]

I have this problem, it’s difficult to keep it smooth for the client, but correct on the server.[/quote]

I’ve managed to work out this issue in most cases. For instance, when you fire a missile, it doesn’t actually fire it on the server. Instead, it fires it on every client. That way you still have smooth flying of missiles. Of course, each client might calculate the missiles slightly different, so I probably want to add in a way to sync the positions every couple seconds or so. But it seems to work really great thus far.

This will look really nice in VR! Definitely add flap animations, it really sells it when you can look around and see your elevators and ailerons moving.

EDIT: wow discourse thanks for making it so obvious this wasn’t recent

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Yeah, it would be pretty sick to play in VR!

#pun

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