Next to me is Dirk of FighterOPS, and for the second time he is in the GunkTV studio, and what are we going to talk about this time?
I want to say more about the code that we have, and the changes that we have done to it.
Please explain shortly about FighterOPS for those who haven't seen the first episode.
FighterOPS is a combat simulation for fighterjets, and it's being designed around a part of the X-Plane code.
What more can you say about the X-Plane code?
Well, the code is of X-Plane, a civilian flight simulator, so to make it a military flight simulator, we have to do some major adjustments to the code. Because of the fact that we're going to release per year. The importance of that is that we can structure the code in such a way that we can edit/ delete certain parts of the code, and to replace them if neccesary or when new technologies will be implemented.
You guys upgrade the whole code?
The majority of the code is being fully upgraded and graphicaly enhanced. The code of X-Plane is fully in OpenGL, and now we're building the DirectX engine.
On what systems can you run FighterOPS on?
We're aiming to make it playable for the average system on the time of release. The code is structured so you can link-up and run FighterOPS on multiple systems, so that means that a person, who has multiple computers, can put up a computer for the graphics, another one for the avionics, so different modules to make FighterOPS run better.
How many people are in the code-development team?
At the mean time we have about 5 coders in our team, we have 2 coders for the general work: Graphics, the AI. We have 1 coder that codes the flight models. Flight models are the way that each plane will react to it's own model and how it's going to interact with to outside world, the weather, the wind etcetera.
How far is the game development? 70%? 10%?
You can't really say it in percent. Right now we are in an important fase, the prototype phase..., and what we now do, a simple example, the terrain, we can create the terrain in three or four different ways. We discuss and we say "Ok we can try it these ways, and the other ways are not suitable for the type of game that we make." Then we're going to put these different concepts in the prototype, test it, see what suits us best, and use that for the game.
Ok, and when can we expect this game?
We are aiming for a release at the end of this year.
And how is it going to be distributed? Is a developer going to release it or is it going to be downloadable from the internet?
As Julian said the sales will be going to happen through websales.
Options will be download/and or hardcopy that will be shipped to you.
Good luck, and when there is news, hop in!
Michael M. Aitken, SRA
158 FW Vermont Air National Guard/134th Fighter Squadron
"The Green Mountain Boys"