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So far Evgeniy has created 4 blog entries.

Devblog #3

Hi everybody!

Long time since we’ve given any word. We even missed(skipped) the September devblog. Though we’re still sharing a lot on our twitter. The tweet about this devblog will be #100 as a matter of fact.

First of all – important news: we are showcasing in the Devgamm conference which will be held in Minsk, Belarus. On the 17th of September we will show our first playable version of the game. So we will glad be to meet everybody who wants play and grab a couple of stickers.

Continuing on with the devblog – in the Design sections we reveal how passengers will get to an airplane within the game. In the Report sections is our first Gameplay Trailer! And in the end we share our plans and over optimistic time estimations. 😉

Design

If you have subscribed to our twitter, you may have already seen all the ways for boarding and disembarking. We have planned implementation for all the following options:

  • Shuttle apron buses (done)
  • Walkways (nearly done)
  • Jet bridges. Simple and complex. With one, two or even three connections.


Also there will be several types of stairs including integrated ones (such as on small jet planes)


One boarding/disembarking option is never better than another just by default. There will be a demand for each type: discounters require simple and cheap means, internationals require conveniency for their passengers. It’s the player’s choice of how and what to work with.

Report

Main result – we have a playable version. Hooray! Here is a short video:


Of course there is a lot to be polished here. Sometimes we find strange features or possible bugs. E.g. a passenger who can’t find the exit stays in the airport and live there forever like in the movie “Terminal”.

Plans

We will continue to polish and fix current features. Have you checked out our new current UI? We will make it even better.  Also we will work a bit on vehicle physics and make movement more realistic.
We continue to add new content based on the current core game. It means new services for passengers and airliners.
And last but not least! We are finally starting to sharpen the economy balance using not only pre-planned spreadsheets but also the real game.

Sincerely yours,

Real Welders Team

Discuss
By | 2017-10-27T13:14:29+00:00 October 26th, 2017|Uncategorized|

Devblog #2

Despite all the raining this summer we still had enough heat from work and made some important decisions. We’ve done quite a big load of work and made some important decisions. Also our team is growing – we have a new Unity/C# developer. His participation will greatly accelerate the development. And strengthen our confidence in the release on time :).

As the development moves forward, our newsletter will be more systematic and regular. The newsletter will mainly focus on these topics:

  • Design – our approach, thoughts and key features.
  • Reports – short summary with important tasks.
  • Plans – what we are going to do next.

Design

Let’s start from the beginning and talk about Terminal and Apron construction.

These objects are both built in a similar way. You can use a square or poly tool. The poly tool makes it  possible to build any closed shape. However, the angles are limited to 45 degree steps.

Of course all overlapping shapes will merge and form a single structure.

Another thing we would like to point out is the number of floors in the terminal. There are two floors but only one is playable (the second floor for now). It’s a bit confusing so let us explain. This is a result of a large number of tests, prototypes and discussions.

  • Why we need two floors?

    Several reasons. Jet bridges that are attached to the first floor are looking creepy. We also need some space to separate arriving and departing passenger flows.

  • Why is (only) the second floor playable?

    First of all two visibly working floors are expensive technically and timewise. So for now all features related to 1st floor useage will in a way we call “1st floor magic”. E.g. all inbound passengers entering the terminal through a gate on the 1st floor exterior will come out to the 2nd floor through floor connecting Arrival Exits. Arrival Exits can be placed anywhere and this gives you control of the incoming passenger flow.

    At the same time outbound passengers will wait on the second floor until a departure gate will be free (by schedule).After that they will go through a gate door on the second floor and go onto the jet bridge, bus or walkway. This let us to avoid a mess at the gate door.

Internal tests and Beta will show whether or not this is a good decision.

Report

New walls(two floors) and a roof that fades in/out depending on the zoom. Separate lighting inside terminal.

Floor and apron textures + sweet grass layout generator.

Request and schedule systems. Core of the game logic. Now it’s working and makes us happy.

Passenger boarding and disembarking via walkways or buses! And passengers disembark by aircraft stairs. And everything works within schedule. It was a serious challenge but we got through with it.

Working baggage claim – luggage is moving on the belt, passengers grab it and go away. But as for now, our PAX are using shoulders and elbows for picking it up. A bit of model tuning is needed. =)

Fueling for planes is still in progress. Some final strokes to be done.

Lots of models and concepts. You can check out our twitter.

Plans

A lot of stuff was added. Now we need to fix all issues and bugs. This is the main focus for next month. After that we will happy to share a lot of videos!

Please share with us your opinion and suggestions. For this we have

Discuss
By | 2017-10-26T16:09:26+00:00 August 28th, 2017|SkyHaven Devblog|

Devblog #1

This week we finished some important tasks and features. Main focus was on core systems for aircraft ground services. Also lot of fixes and improvements.

Current status

We continue working on depo-based services and overall UX improvement.
Developers’ activities:

  • Security chekpoint (& gateway system)
  • Truck garage mechanics
  • Fuel supply mechanics
  • Fuel truck mechanics
  • HR base system
  • Constructing improvements
  • General debug
  • Website&Forum release

Artists’ activities:

  • New liveries for A380 and B737
  • Concepts: Garage, Ramp agent service, Tech cars, ATC tower, Baggage ramp, Fuel storage
  • Models: Fuel storage, Baggage ramp, Garage, A320 (with livery)
Discuss

By | 2017-06-26T19:17:41+00:00 June 26th, 2017|SkyHaven Devblog|

Devblog #0

This is our very first log record. Not much to say yet, but interesting things are on their way.

For now the main news is the release of our website and forum. This site will work together with our other channels to provide you with all the fresh and tasty news about Sky Haven’s development. Welcome everyone.

P.S. We will also run a Steam account soon.

By | 2017-06-23T18:17:40+00:00 June 23rd, 2017|SkyHaven Devblog|