It will be the heart of Boom Fighters and hopefully many more games to come.Īfter working with FMod in Audio Ninja, Pure Data in Beat Boy and creating an initial implementation in Unity for Moana: Rhythm Run, we finally settled down in Tori. Its has all the features that our previous games have had plus more, and this time they are revealed in a fancy Unity interface with nodes, connectors and all that. Tori is the distilled knowledge of 7 years of working in rhythm games. The good news is that Tori, our interactive music engine is almost ready to rock with musical mechanics that the world has not seen yet. To create this game to the standards that we and our players expect, we have needed to dig deep in the world of procedural music. Our next goal is to complete the level editor and create a super fancy UI for you guys to rock with your levels! In the meantime, I leave you this updated gameplay trailer: This means that the underlying technology to build the level editor for the players is already in place. Prior to this version, the engine only allowed to create the sequences in the Unity editor. One of the strongest improvements in the music engine, is that it now allows the players to compose music sequences at runtime. We are also transitioning from prototype to alpha version, meaning that many of the underlying systems of the game are being improved to meet a top quality production-level. It is a song we always loved in our studio and we were able to license it. The music is a super song called Yo Voy Ganao' from a Colombian band that mixes folk with electronic music. This is a screenshot of most of the 3D assets running in Unity (this is the way the game actually looks): While this and other designs were exploring the extreme limits of piston engined aircraft where 600mph was considered feasible, in reality the jet and the war’s imminent end would never allow them to ever have a realistic chance of seeing the light of day, so their potential would never be proved.After more than a year we managed to produce all the art content to create a wonderful world that is up to the level of all the concept art we created previously. Whatever its role, had it been built it certainly would have made an impressive, if perhaps an extravagant sight. Certainly dog fighting would not likely have been its prime function, while as a night fighter there is little indication of how or where the required radar would be housed. Though designated as a fighter its strange asymmetrical dual cockpit layout suggests something more than the early war concept of a fighter, as defined by the Spitfire or Bf109. There is no real information about potential armament, even what the expected role of the aircraft would have been, or which aircraft it was expected to replace in service. Construction methods and design would probably have followed that of the MB5 while the crew of two was curiously to be housed in slightly staggered twin side-by-side cockpits. The design was to use two Griffon power units housed one at each end of the cigar shaped fuselage, each Griffon powering a pair of 3-blade contra rotating props similar to those used in some late Mark Spitfires and the post war Shackleton. It is not known if the design was given a project number, or other identification and is known simply as the Twin Boom. Martin Baker are best known for their ejector seats but late in 1944 the company produced this striking design for a twin engined, twin boom fighter. Martin Baker twin boom Fighter - Top Secret Fighter
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