The history of Tiny Combat.

seen from Canada
seen from China

seen from Germany
seen from United States

seen from Malaysia
seen from United States
seen from Belgium
seen from Canada

seen from Malaysia

seen from United States

seen from France

seen from Malaysia
seen from South Korea
seen from Malta
seen from China
seen from Malaysia
seen from China

seen from Russia

seen from United Arab Emirates
seen from United States
The history of Tiny Combat.
It was a bit painful, and I needed some help, but I think I have what I’m looking for. The map is meant to be a central part of the game. It’s the main menu that you’re looking at when you’re in between sorties.
I wanted to have all the out of flight stuff have a cool look to it, and since I want a sort of retro-future vibe to the interface. I was aiming for a similar aesthetic with Tiny Combat Redux, but maybe I’ll actually make it this time.
Here’s a video of what landing looks like.
The flight physics are based on the Tiny Combat Arcade solution. I’ve been meaning to make a post about that because I always thought it was a pretty novel solution. The aircraft still rotate based on magic torques, but the lift to keep your plane flying where your noise is pointed comes from two pairs of perpendicular wings from the SimpleWings project.
Unlike the usual drag based method that you see in things like the arcade jet physics example project I made, you get cool effects like gravity giving you a speed boost when descending, and slowing you down when flying up. The wings also give you a much better representation of angle of attack. For example, at low speeds you will require more angle of attack to maintain altitude. This makes for much better feeling landings, as it allows you to use your throttle to control descent rate like you would expect.
Not even Tiny Combat is safe.
Messing around a bit with terrain tools in Unreal. This is the test area I use in Tiny Combat.
Tiny Combat Arcade has been released!
Fly an F-4 Phantom in simple to fly, fast paced, arcade action
Shoot down enemy aircraft of varying difficulty
Earn points for your kills to get a high score (WIP!)
Two modes of play: Arcade and Free Flight
Lock on with missiles, or gun down your opponents with a cannon
Arcade mode is a series of timed, fast paced missions. The series in the demo function roughly as a tutorial on how to play. Your mission is to secure an island achipelago for future operations. You'll start out by assaulting offshore platforms, intercept enemy long range bombers, and finally destroy a stronghold.
Free Flight mode places you on a massive island populated by enemies. This map is four times larger than anything you'll see in Arcade. On the island are various groups of enemies of different types scattered throughout the island. The airfield is the most heavily defended.
There is no time limit, but you still have limited ammunition. How much of the island can you clear before getting shot down?
Check it out on Itch.io
Update on the water stuff. Thanks to an excellent tutorial by Roystan I managed to the shallow water effect I was looking for. However I continue to run into the exact same problem where post processed fog does not react kindly to it for the same reasons as before.
At this point, I just don't think it's possible without a radically different approach. I'm curious how other games handle this. I know AC7 (which uses UE4) doesn't seem to at all.
Animated control surfaces are now in. You can't really see it, but the nozzles also expand/contract when the afterburner kicks in.