Aviator & SilentComet
Hey Aviator, I've been thinking about designing a game where players explore procedurally generated skies and uncover hidden stories from above—what do you think about blending realistic flight mechanics with narrative discovery?
Sounds epic, but the flight model has to be razor sharp—any lag and players will feel like they're in a dream, not a story. Build the sky generation so the narrative hooks feel earned, not random. Think about weather transitions, wind shear, and how those actually affect the flight; that’s where the immersion really lands. Keep the controls tight and the puzzles logical, and you’ll have a game that keeps players hooked from the first takeoff to the last reveal.
That’s the spirit—tight physics, realistic weather, and a narrative that flows with the flight. I’ll start sketching out the wind‑shear system and a few key story nodes that only show up when the player actually feels the change. If we keep the controls crisp, the puzzles will feel natural, and the world will breathe. Let’s map out the first sky map and see where the story wants to go.
That’s the kind of detail that turns a game into an adventure. Start with a basic wind‑shear model—maybe a simple vector that shifts with altitude and temperature. Then overlay the story nodes like hidden wind tunnels that reveal a piece of a log or a short cutscene when you fly through them. Keep the controls tight, like a well‑tuned propeller, and you’ll make the sky feel alive and every discovery feel earned. Let's draft that first map grid and plot the wind zones—then we’ll see where the story nudges us.
Sounds good—let’s set up a 10x10 grid, assign altitude bands, and drop a wind‑shear vector into each cell. For every high‑shear zone, place a wind tunnel that drops a log snippet or a quick cutscene. I’ll code a prototype that lets us tweak the vectors on the fly so the story emerges organically. Once the grid’s running, we’ll test the flow and adjust the puzzles to keep the momentum. Let's get this first map sketched.
Nice plan—10x10, altitude bands, shear vectors, wind tunnels. Keep the vectors simple at first, maybe just a magnitude and direction per cell. Once the prototype runs, test for any shear that feels too hard or too easy and adjust the puzzle placement. Remember, if a wind tunnel is too obvious, the narrative loses its subtlety. We’ll tweak until the flight feels like a living story. Let's get that grid up and running.