Airships And AirIslands

Description
In this roguelike strategy game, you are the commander of a mobile fortress, navigating a dangerous sky of floating islands while balancing crew management, resource gathering, and tactical combat to survive.
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Milestone 1
1 handmade location – initial handcrafted environment playable in City scene.
1 enemy type – enemy stats, AI, and subsystem hooks implemented via EnemyAIController.
4 ship rooms and required logic – bridge, storage, engine and weapons compartments configured and placement system done.
Established a node-based world map foundation.
Authored 10 random events (content built, gameplay integration pending).
Itch.io page – public landing page live with current build.




Color Palette

UI Mockups

Milestone 2 plan
Add 3 world stages – block out biome variants, author encounter tables, hook into campaign progression.
Final Boss encounter – design boss ship subsystems, scripted phases, cinematic intro/outro.
Resource system – unify ship/crew resources, persistence across scenes, HUD bindings.
Crew needs system – track morale/fatigue/health, room bonuses, failure states.
Trading system – vendor UI, pricing simulation, inventory persistence.
Quest system – narrative nodes, branching rewards, integration with map transitions.
Combat system (FTL-style) – iterate on subsystem targeting, damage feedback, enemy variety, UX.
Room upgrade system – upgrade tiers, cost curves, visual state swaps, tie-ins to resource system.
Milestone 2
Random events system - upon clicking a node an event pops up before entering the node.
New SFX and animations.
Unified resource management and persistent resource system.
Crew health and fatigue integration to combat and luck.
Improved user combat system. Combat log for UX.
Reworked user room system.
Major back-end adjustments.
1st level

1st fight

UI

Milestone 3 plan
Add 3 world stages – block out biome variants, author encounter tables, hook into campaign progression.
Final Boss encounter – design boss ship subsystems, scripted phases, cinematic intro/outro.
Crew needs system – track morale/fatigue/health, room bonuses.
Quest system – narrative nodes, branching rewards, integration with map transitions.
Combat system (FTL-style) – iterate on subsystem targeting, damage feedback, enemy variety, UX.
Room upgrade system – upgrade tiers, cost curves, visual state swaps, tie-ins to resource system.
UI and animation improvements.
Milestone 3
Added multiple new enemy encounters and a challenging Boss Fight
New soundtrack with unique boss music and enhanced sound effects
Expanded ship upgrades with new purchasable modifications
Reworked ship building system for better usability
Enhanced map navigation and pathfinding
Improved UI and resource management displays
Better combat readability