Building A Sky Caper: Windforge

By Adam Smith on July 30th, 2012 at 9:00 am.

Skyscraper is an odd word. Natural, perhaps, that it came into use but extremely strange that it’s now a standardised part of the lexicon. It’s as if the common term for a mine was a landwounder or, for a dam, riverblocker. Except those are more literal. There’s a poetry to skyscraper, so how about calling an oil rig a seaspoiler or a turbine a windwrestler? That brings us, not so neatly, to Windforge, a side-scrolling crafting, fighting and exploration game that allows the player to build ships. Sky ships. It’s then possible to ram those ships into things at high speed. Video awaits!

Moving machinery of the vehicular variety could be a good feature to help stand out in the next herd of collect-and-craft games. The physics of flight will be more complex than shown here, with weight influencing handling and crew members available to hire. It will be possible to use all materials available for crafting buildings in the construction of mighty soaring boxes. Then, sensibly, drills will be attached to the prow and enemies will be torn into tiny plummeting pieces.

I’m hoping ships can set on fire and burn up, leading to an extinguish or evacuate situation. There are plans for poisonous gases and air filters, which could lead to panicked plunges into mountainsides, pilots choking and inexplicably jumping up and down on the spot, punching their planes into pulp in a weird attempt to dig their way to freedom.

Windforge is prepping its propellers for a late 2012 release. I’m intrigued but ss it too much to hope for ballooning?

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30 Comments »

  1. Hunchback says:

    Skyships! (It even comes with the poetry on!)

  2. EPICTHEFAIL says:

    Windwrestler needs to become a meme.

  3. hello_mr.Trout says:

    the developer didn’t seem to have much gusto in his presentation – maybe the gameplay was too much of a breeze?

  4. Toberoth says:

    Is it just me or does this look kind of… bad? It looks like it’ll be really awkward trying to build, because you have to move the avatar around while you’re building. Wouldn’t it make more sense to build the airship through a separate interface (a bit like Spore’s creature creator) and THEN fly it around using the guy? Seems like since Minecraft made crafting into something you did with your hands, as a character, instead of something you did from above, as a disembodied presence, every game about crafting is trying to do the same thing — no matter how clunky it might be to actually control.

    But yeah, not a bad idea I guess (airships are rad!), just looks like hell to actually play.

    • b0rsuk says:

      It would be a solid foundation for a multiplayer game, though. Make it a game about an expedition over a surface of an alien planet. Once in a while you would have to land to gather fuel or repair damage. Some players would be doing repairs while others would be fending off hostile creatures.

      Unfortunately, “depth” seems to be a dirty word among indie devs. So this is probably pretty much how it will look like on release.

    • UmmonTL says:

      I think it looks average, the building looks pretty much like Terraria. However there seems to be no real cursor which might make aiming the blocks awkward and the pseudo-3d perspective which doesn’t help. What looks bad is the vehicle, no physics behind it except for mass, gravity and thrust it seems. With just one propeller it should have just flopped over and if ramming is an integral part of the game building unbalanced ships like that will be the best tactic. And I can’t really see them changing that because then their pseudo-3D blocks would need to be able to rotate.

    • ehahnda says:

      Hey, This is Evan from Snowed In Studios. (the guy talking in the video) Thanks for the feedback!

      I hear what you are saying about the building. We are planning on adding a dock to the towns you can visit, that will let you place blocks and other objects without worring about moving your avatar. This should remove the tedium of moving your avatar while making major changes to your ships.

      However, during normal gameplay we need to keep the building restrictions or I believe building will become overpowered. The building restrictions also add extra challenge and danger when you need to make field repairs and upgrades.

  5. misterT0AST says:

    Terraria meets Banjo & Kazooie: Nuts and Bolts?

  6. Mithaldu says:

    What, no mention of Cargo?

  7. DuddBudda says:

    this level of crafting would be awesome in Hammerfight

  8. MistyMike says:

    I’m quite sure the word ‘skyscraper’ was conceived as a flashy marketing term by a land development/construction company that actually built the things on Manhattan. It was meant to convey a sense of splendour. And it just stuck.

  9. Commissar64 says:

    Cassandra Khaw of indiegames.com revealed last month that in this game you can tunnel out the viscera of flying sky-whales and live inside them. Make of this what you will.

    Link: http://indiegames.com/2012/06/windforge_is_aerial_whalecraft.html

  10. Jackablade says:

    Following the depressing mediocrity of his latest title, Serious Sam hangs up his guns and get’s a job in construction.

  11. wodin says:

    I want a skyship and mecha steampunk crafting game where huge battles take please in a steampunk kind of way, crafting will be lots of brass and cogs and steam, with crazy guns aswell please.

  12. killias2 says:

    Despite being rather different, this sort of reminds me of Stratosphere. Anyone ever play it? I remember enjoying the demo greatly about 13-14 years ago, but I don’t know if the game was actually ever released. At the least, it had some really interesting ideas, which, sadly, have yet to be re-utilized.

  13. Lord Custard Smingleigh says:

    Every time they build a higher building the sky has to be winched up a little higher to fit it in. Thus, at any time, only one building truly scrapes the sky.

    This also contributes to global warming because that increases the amount of air between the ground and the sky, so we have more clouds acting like big fluffy blankets of insulation.

    TRUEFACTS.

  14. DarkFarmer says:

    I think the premise and game’s current state are very interesting, mostly because I wanted to make this game really bad 2 years ago! But in 3D. I think the idea of exploring a procedural world, and making a movable base to “bring the world” to you sounds really cool. This is moreso the game I wanted Cargo to be.

    One thing that I’d offer as a sort of negative feedback is the physics model seems weird, the ramming feels like it ought to knock blocks loose and have them bounce around rather than just vanishing.

    Keep up the good work!

    • ehahnda says:

      Thanks! We will definitely be doing some work on the physics in the future. Both in the way that the ship handles, and the way the characters affect the physics.

      We are only half way until reaching alpha right now, so there we will also be doing a lot of polishing near the end. I think there is a lot we can do to make block destruction and ramming feel better when we get the chance.

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