When Pigs Fly v0.3.1 bugfix update released

I just finished uploading a small update to When Pigs Fly. This update is focused mostly on small bug fixes, but I did add a couple new things. 

- The bomb drop target now pops up a new UI to show you how close to the bullseye your bombs hit. 
- You can now change the units of measure. Press U to cycle through mph and feet, knots and feet, or km/h and meters. 
- Improved joystick support. 

When Pigs Fly v0.3 Released!

The 0.3 update is finally here!

Here are some of the new features:

  • Several new parts, including two new engines.
  • Powered hinges! (right click on them in build mode to change movement keys)
  • Water & bouyancy physics
  • Bomb drop target (fly over the target and drop something on it, a secondary camera will appear so you can watch your bombs hit)
  • New spawn locations
  • Explosion effects and physics
  • Symmetry mode (currently doesn’t work with triangles and tractor wheels)
  • Improved flight model and physics
  • Re-targetable camera (left click a part in fly mode to focus on it, click elsewhere to refocus on the pig
  • Tweakable control surfaces - right click on control surfaces in build mode to change how much they deflect (very useful for improving flight characteristics of your designs)
  • Mouse and zoom sensitivity sliders in build menu
  • Reset game button no longer deletes all your designs

There are also several new default designs, including:

  • DiveBomber: a nimble single engine plane with retractable gear that carries two fuel cans as bombs.
  • AmPIGian: an amphibious plane with retractable landing gear.
  • PigCopter: a reasonably well balanced helicopter.
  • TiltJet: a VTOL capable jet with tilting engines.
  • FlyingTractor: well, a flying tractor.

When Pigs Fly v0.3 Release Date

Finally done with a spurt of traveling, I'm now back and ready to announce the release date for When Pigs Fly update 0.3.  This update has taken longer than I wanted/expected.  That is in part due to feature creep, as well as my travel schedule.  The biggest delay, though, has been the issues with the Unity webplayer.  As many of you know, Google disabled NPAPI by default in a recent update to Chrome.  NPAPI is necessary for the Unity webplayer to work.  For the time being, it is possible to enable NPAPI, but it will be disabled permanently in September.  

I have been exploring alternatives, including Unity's WebGL export and porting to other engines, but neither are good options in the short term.  0.3 will be released on the same platforms as previous versions.  Chrome users can either use the workaround to re-enable NPAPI, switch to a different browser, or download the native build for their OS (I strongly recommend this option anyway).  Hopefully the WebGL build options will mature quickly.

Anyway, enough doom and gloom.  I think you're all going to love 0.3. There are a TON of upgrades in this version.  It will be released on July 10. Stay tuned in the meantime for some cool previews of what's to come.

Sunday Experiment - Using OpenStreetMap Data to Build Real Roads in When Pigs Fly

A while back I wrote a post on using Voronoi noise to build procedural roads.  Now that I've transitioned to a real-world map, that solution is less than ideal.  The roads in area I've chosen to recreate are pretty simple (and there aren't many in the first place).  If I stuck to just the main roads, I could probably add them all by hand.  As a solo developer, though, time is precious.  This morning I started experimenting with data from OpenStreetMap (which is provided under the ODbL license). 

Screenshot Saturday - New Map, Again!

This week's Screenshot Saturday is all about the new map.  I set out early this week to integrate water into the map, but it wasn't going to quite as simple as it sounds.  Most of the flat areas in the current map are at or below sea level, meaning adding water would fill most valleys entirely.  This was not what I wanted, so I decided it would be easiest to scrap the current map and start from scratch.  Around that same time, it occurred to me that using a real world location would probably be easier and better than anything I could make up.  I tried a bunch of different real-world places (as you'll see in the screenshots below), but finally settled on Grand Teton National Park.  The Tetons fit all of my requirements.  I wanted mountains both for aesthetic reasons and to provide interesting flying challenges.  I wanted large, flat, open areas to provide lots of places for runways and low level flying.  I wanted bodies water large enough to be useful for seaplanes, but not so large that they dominate the map (water is more resource hungry than water).  The very dramatic features of the Tetons also lend themselves very well to the low-poly, low-detail art style.  Finally, since I've been there a few times, I had good photos to base some landmarks on.  Anyway, lets get to the screenshots.

Sunday Experiment - Moving Color Correction from Image Effect to the Shader

If you've seen any recent screenshots of When Pigs Fly (it'd be hard not to if you've visited this site), you may have noticed the colors in the game changing.  I've been using Unity's color correction image effect to bump up the saturation and slightly modify the green channel.  I think it looks good enough that I was willing to take the 5-10 fps hit that the image effect caused.  This morning I realized that I wasn't really using much of the power of color correction, so I set out to get the same effect in a simpler and hopefully less expensive way.