Player controls are mostly done but unpolished and not perfectly isometric. Tile mapping has been done for a while. Camera controls, too. Basic weapons (guns and unguided missiles) are go. No art yet, a bit of writing. Everything that works is horribly unoptimized.
Things are going pretty good on the vidya game front. Starting to get something that resembles a work in progress. Hopefully I can figure out sprite art before too long, since right now all the jets are giant orange arrows and the map below is a bunch of solidly colored squares. Here's what I hope to accomplish with this game:
1. Fast. A lot of dogfighting games feel slow. If they're isometric, it's usually because they are. If they're 3D, it's because you're a tiny plane in a huge environment. Gameplay should also be nice and frantic. With the high speeds, I want missiles to be less useful and force the player to rely heavily on the machine gun.
2. Spectacle. As I've complained before, dogfighting in the Ace Combat series has always been blinking-red-square-and-buzzing-sound simulator 2K14. While the combat is tense and does require skill, it never looks like it. Stuff like long-lasting missile and vapor trails, larger and more visible gunfire, and (hopefully) crashed planes on the ground could all go a long way toward gameplay that looks as frantic as it is.
3. Story. There will be one. Not too sure what it'll be, but I'm toying with different ideas. Right now I'm pretty dead set on casting the player as the pilot in a two-man aircraft (F-15Es, F-18Fs, and F-14s being the big ones), which I think could lead to some good interactions between the player and their WSO. Maybe segments between missions where you control your pilot walking around and chatting with people?
Those are kinda the big ones. I'll see you all in the big paint on the other side.