•Managed
dev/design •Level/physics
development •Level/airplane
art
Click
the above button to play Island Escape (but please remember - it's just a prototype, not a complete game!).
There are no instructions included in the game (as it is a prototype).
In the level, up and down (on the keypad) control your pitch while the
space bar controls your engine. Press enter at the end of the level to
move forward.
Island Escape was one of the first attempts we
made at having something that taught the basic concepts of flight
without use of strict simulation software. One of the references an
educational collaborator pointed us to was a small Flash module on a
Smithsonian Institute site, which emphasized the changes in parts of an
airplane as having various effects on the forces of flight at play.
We
took that ball and ran with it, marrying that concept (pick and choose
airplane parts) with what is essentially a cannon game (i.e. fire a
cannon and see how far it goes, based on what it interacts with). The
biggest challenge for me was turning what would have been easy (a
ballistic flight model) into something that had some teachable
components (i.e. a lifting body with four forces acting on it).
The
2D flight model I developed was robust enough to demonstrate all these
forces, but ultimately, if this game were to be developed further, I
would need to do a much better job of balancing each individual piece
to make sure that the flow of the game is preserved as you approach the
outer fringes of performance (both high and low).