Cockpits advancement

It’s been a week since I posted, but I think we are going to make a post every two days now, except during the weekend of course !

So I’ve made a lot of improvements for the cockpit of the first aircraft of the game. Every type of instrument that will be present in the game are programatically implemented, and have their own (W.I.P but almost definitive) visual.

Here is a pic(AA is disabled). The different labels are in French because this is the personal aircraft of the hero, who is a French guy. The instrument texts are in english though.

BOMB 2013-02-08 16-32-00-88


So on the left panel we have the engines information, with the RPM indicator, an oil temperature gauge, and two lights showing whether the boost is activable or not.

In the front panel, there is a simplistic external weapon panel, showing what kind of load-out is selected. This information will be completed with more detailed HUD elements.

On the right panel the standard flight instruments, including artificial horizon, altimeter, tachymeter, slip/skid and the vertical speed indicators, and finally the compass at the top right.

The rest of the cockpit texturing is not finalized, and we are going to add some little details such as a few wires, maybe a photograph, and other cool things.

A first look at cockpits

The last few days I’ve been working on the first player aircraft’s cockpit. For the moment I haven’t spent much time on the whole unwrapping and texturing stuff, but I’ve made the first gauges.

BOMB 2013-02-01 17-40-31-96

So basically we’ve got a compass, an artificial horizon, two RPM indicators and an anemometer.

I plan to add a variometer, a turn and bank indicator, and various gauges less usefull such as temperature gauges that we could use to indicate the remaining boost time.


Welcome on the B.O.M.B. dev blog.

Here we will discuss about different topics such as programming, game design, and a lot of other things involved in the development of B.O.M.B. There won’t be any commercial bullsh*t, we’re here to talk about our game, show WIP screenshots of our game, of our tools, and sometimes even sharing our thoughts on the game development and its industry in general.

Before writing articles about B.O.M.B. development, let me speak a little bit about us:

La Moustache studio was founded in april 2012 in order to make B.O.M.B. We are only two, it means that all the programming, the game design and the biggest part of the graphical resources are done by us two. For some 3D models, our friends of KGP3D are helping us, and we hired some extra artists to do some concept arts and the character design.

Being only two guys to work at full time on the game explains that we may not be very good with the commercial and communication stuff, as we don’t have much time to do it, and we think being focused only on the game development is undoubtedly the best way to make a great game.