Dev Blog 24: Bug Hunting and… action!

May 27, 2016

It’s Friday and that means it’s time for the 24th edition of the Airport CEO development blog! This week marked a great milestone as we handed in our thesis which was approved, this means that we are now 100 percent focused on developing Airport CEO. We want to extend our greatest gratitude to all of you who have wished us the best luck with our thesis, “superhärligt” really!

This week has mostly been about hunting and killing bugs. Numerous little nasty creatures have been slain such as weird sprite layering issues, badly-triggered animations, person (the super class for passengers and employees) avoidance system enhancement and resolving bugs with random zone area point getting. Doesn’t make much sense but to summarize it we’ve own up to some technical debt. We’ve also finally added the last piece of the puzzle in regards to the first version of a complete turnaround procedure which now, for the small aircrafts, consist of a refueling process as well as ramp agents walking around the aircraft and performing work (as seen in the teaser). While this functionality existed before its been integrated with the dynamic game world meaning that fuel trucks you purchase and ramp agents you hire react to the world they live in and perform the work that is expected of them. Another piece that has been added to the puzzle is the “security exit gate”, we couldn’t find the proper definition online (so if anyone has it please let us know) but it’s basically the gate through which passengers leave when exiting the secure area to get out of the airport.

As you can see on the front page of the Airport CEO website site we’ve added a nice timer counting down to the release date of the gameplay trailer. Here’s the scoop: On the evening of the 31st of May (Swedish time) we’ll release a pre-alpha gameplay trailer showcasing several clips of PURE pre-alpha gameplay footage. While it won’t be narrative and showcase continuous gameplay it will showcase a lot of things that you’ve never seen before. Later in June we’ll release a longer, narrated video showing continuous gameplay from the start menu to the first completed flight. The purpose of this is to see wether people like the direction the game is heading as we want to make sure that your vision corresponds with ours. While we continuously do get amazing feedback from the community it is difficult for us to really see it with your eyes and so the purpose of the gameplay trailer is to show you what it looks from ours. If it turns out you like it, we’ll continue and have the narrated video done, if it turns out you don’t like it we’ll still have time to go back and re-think things. We hope this makes sense.

See you on the 31st and have a great weekend!

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