Inspiration

The idea was to create a moving world that felt truly adventurous and inspires remixers to start thinking about how they could make it even more so. "What if the airships engaged in cannon battles?" "What if we added flying monsters or park-able destinations?" etc. We wanted to provide a solid base for wild ideas without imposing too much of our own creativity.

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What it does

The world features configurable, animated Airships and a demo team-based capture-the-flag game. With moving clouds and poignant sound effects, it can really feel like you're flying through the air!

How we built it

The Worlds Desktop Editor and lots and lots of Blender. The airship we used is a fabulous asset, but we made quite a few modifications to make it so that players didn't bonk their heads when zooming around.

Challenges we ran into

We know remixers will want to make the world their own, but we still wanted to provide stellar assets to get started with. Many of our favorite assets however are under the Unity Asset Store EULA. We believe we accomplished our mission by reaching out to amazing artists for permission, using CC0 assets, and rolling up our sleeves in Blender when we needed to.

Accomplishments that we're proud of

  • The codebase and hierarchy are intentionally condensed and organized so that remixers are able to see their customizations at a glance.
  • The demo game is fun! Shooting your friends' balloons and watching them fall into the abyss is non-stop giggles.

What we learned

  • It can be difficult to light indoor areas complex meshes and multiple "floors". Sometimes it's best to turn shadows off for certain objects to favor readability over realism.
  • Chixie would not survive very long in a real world where you have to jump from one airship to another.

What's next for Airpunk Adventure

After documentation is rounded out, we hope to outfit the ships with fireable (but cosmetic) cannons to spark imagination.

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