DEVELOPMENT UPDATES

NEW SCREENSHOTS AND A WALLPAPER
posted by Jan Simon (Programmer)
on 2014-01-20

I just uploaded a ton of new screenshots to our Media section, check them out! There's also a really cool new wallpaper in there, available in two resolutions (2048x1024 and 1920x1080) and two variations (one with a big Wings Logo and one with a smaller, less obtrusive one. I think they came out really, really awesome:

Also, we entered another Reddit Screenshot Saturday which got us some nice attention, feedback and a bunch new Twitter followers.

HOPE YOU HAD A GOOD... LAUNCH... INTO THE NEW YEAR
posted by Jan Simon (Programmer)
on 2014-01-10

We just released an update to our public alpha. We finally fixed the flickering launch tube issue (see what I did there, in the title?) and Howie played a bit with color vibrance on the explosion effects, should be even cooler now (not the colors - the EFFECTS)! We're super busy working on Wings: I'm rewriting large parts of our - sometimes hacked together - codebase and at the same time laying a ground foundation for the future multiplayer mode and Howard has just finished another Human cockpit, the Cobra. Check this out:

We've also started putting together a Press Mail List and, at the same time, got a bit more attention! For one, we've been put into PC Gamer's LIST OF BEST PC GAMES 2014. Excuse the all-caps but how cool is that? We, three regular dudes that make an indie game, are up there with the big guns! We're really excited to see what the future holds for Wings of Saint Nazaire.

HAPPY NEW YEAR
posted by Jan Simon (Programmer)
on 2013-12-31

We wish all our fans a Happy New Year! To keep you updated: we're currently working on our netcode - making sure that playing Wings with other people over the internet is a fun and competitive experience. Keep your eyes peeled for updates here, on the forums and on our twitter (@WingsOfNazaire), it's possible we'll be able to put multiplayer functionality in the open alpha at some point in the future! It's an exciting time.

WE'RE ON TWITTER NOW
posted by Jan Simon (Programmer)
on 2013-10-25

Just a quick heads-up: we're on Twitter now. Please follow us on @WingsOfNazaire if you're interested in keeping up with whatever we're up to on the Wings development front. Of course, we will continue to post about big updates (such as new alpha releases) right here as well.

A LIFE SIGN
posted by Jan Simon (Programmer)
on 2013-10-18

It got a little quiet around here recently! Now it's time to change that. If you're wondering: the team has been on a much needed vacation. We're working day and night on Wings, whenever there's a bit of time, so every now and then we deserve some time off, otherwise we run the risk of burning out.

As a special treat, we have updated the alpha again. Now you get three Copperhead wingmen that will fight alongside you! Please check it out and, as always, report any issues or feedback to us through our forum.

In case you're wondering, this and this is what Howie, our Artist, has been working on in the meantime. Take a look!

MISSILES AND STUFF
posted by Jan Simon (Programmer)
on 2013-07-10

We got missiles in the game now. 'Nuff said. Play our alpha, blow up sh*t, register on our forums and tell us how glorious it was! :)

There's also a couple more updates - 4:3 resolutions are now supported and, internally, we've started playing around with environments not in deep space but on planet surfaces. Looking real good, keep your eyes peeled!

A PROPER WEBSITE AT LAST
posted by Jan Simon (Programmer)
on 2013-07-10

Finally I got around to expanding our official website. We now have five sections that you can access through a navigation bar towards the top of the page. There's definitely a lot more to come! For starters, we need to fill the media page! The idea is to start turning this website into an official information hub for people interested in our game.

Speaking about the game, we also made massive progress in the last couple of weeks. The promised radar map and targeting functionality is implemented, we have a working options menu that allows you to rebind your keys, change the game resolution and window mode, tweak the background music volume and so on. Note, however, that some options are not hooked up in-game quite yet (mostly gameplay options). Another new feature is the orbit camera - whenever you need to get a good look around, see what's behind, under or above you, you can go into orbit camera mode. It also allows you to get a good look at the ship you're flying if you're not familiar with it yet. Try all this out in the new version of the alpha!

Last but not least, we took part in another reddit/gamedev Screenshot Saturday and, as usual, finished in the top spot again - despite a plethora of other amazing games being posted. Thank you for your support, it motivates us so much!

RADAR MAP AND TARGETING
posted by Jan Simon (Programmer)
on 2013-05-11

Some updates! Two major elements that our old custom engine had and our new Unity project did not yet was the radar map and the fact that you could actually target your nearest enemy. The latter would highlight the enemy on your radar and reticule, show you important info on the target interface in your cockpit (what are you targeting, how far away is it from you, what is the shield and hull integraty status on it?) and allow your guided missile to track it down, too. So adapting these two features to our Unity project is what I've worked on in the past couple of days. One interesting tidbit: when we were working on our old engine we actually came up - completely by error, naturally - with a really interesting radar map style somewhere between Wing Commander™ and X-Wing™ that shares the positives of both and cuts down on the negatives. It's hard to explain exactly how it words but you'll see it in action soon.

NEW ENGINE
posted by Jan Simon (Programmer)
on 2013-04-27

No updates in a long time, apologies! Want news? Well, we're now powered by Unity! In late 2012 we decided to stop developing our custom Direct 3D™-based engine and transfer over to the wonderful Unity 3D. Why reinvent the wheel? This means that we are able to target a multitude of platforms including Linux, Mac and various consoles. No promises, but the upcoming Ouya is a strong candidate. We've recently reached the point where our Unity project is now on-par with what the deprecated custom engine could do. The new engine also makes our life a lot easier in regards to supporting as many input devices as possible (gamepads and joysticks) and multiplayer support.

Howie and me have been interviewed by GameMuse last November. Please keep in mind that the interview was conducted before we decided to switch engines and is a bit on the outdated side. Should hopefully be an interesting read nonetheless! Additionally, we were very pleased to find Wings of Saint Nazaire mentioned on various awesome websites such as Rock Paper Shotgun, NeoGAF, SpikedNation and we managed to rock a couple of Reddit Screenshot Saturdays again as well. Looks like the hype is building!

HELLO WORLD
posted by Jan Simon (Programmer)
on 2012-07-30

We've finally gotten around to getting wingsofstnazaire.com registered - so now I actually need to work more on this work-in-progress website as well because... people can actually find and see it. Exciting stuff! Currently, only this front page is working correctly, it's really just meant to give you a taste of what Wings of Saint Nazaire is, with the embedded gameplay video in there. It will also keep everybody up to date with how the development is going with this Development Update section - think of it like Twitter with more characters! Important stuff that happened this week? We entered our game in reddit/gamedev's Screenshot Saturday, got upvoted to the top and stayed there. Amazing feedback all around (and, really, who's surprised with Howie's stunning artwork?), so motivation is at an all time high! Keep your eyes peeled for more updates on the website, new video footage and, of course, more entries in this section of the site.