Campaign mode


Menu in Open Horizon is now lua-scripted, with the ability to load other scripts from campaign/ folder. And that means that all the power of lua can be used to create custom campaigns with their own logic. Example campaign will be included in the upcoming demo.

I wish THE Ace Love iDOL: Live Combat M@STER! was a real thing.

I’m going to release new version of Open Horizon this year.

5 thoughts on “Campaign mode

  1. When talking about campaign, we’ll need enemies. Last time I designed a mission, most of the ground enemies cannot attack us yet and naval targets aren’t usable yet. I hope you can make them work soon. Also, I only put a couple of Harriers and F-4Es as the escorting enemies, and they blasted my Su-35 ass to oblivion. They have very high speed and mobility. They don’t have normal plane performance parameters set to them yet? or do we need to set the limits ourselves when we make the mission? And I believe another user has reported that the missile performance is quite OP for my own missiles and the enemies’ missiles. Maybe nerf it a bit?

    1. In short – difficulty setting will fix it. Think of the current as the Ace one 🙂 I’ll definitely will work on it for the upcoming demo. It’s hard to find proper balance for a game you’ve been playing for a long time already, because you got too accustomed to the current one.

      >They have very high speed and mobility
      They only have enough to be able to follow the player in formation. Maybe ally and enemy planes should have totally different params or some coefficient will do it. Probably enemies should also have personal nerf coefficient too, as enemies in early missions seems weaker.
      >normal plane performance parameters
      Enemies have their own simplified flight model because it’s hard to precisely control plane with proper physics. I believe in the original AC too, and way worse: https://youtu.be/baZJiQZZ_7E
      >the missile performance is quite OP for my own missiles and the enemies’ missiles. Maybe nerf it a bit?
      I took params from AH. With current settings every missile is evadable if you have enough speed and distance (close shot from 6 o’clock is meant to be unavoidable), so I don’t think I should nerf player’s missiles. But enemy missiles will be nerfed according to the difficulty settings.
      >most of the ground enemies cannot attack us yet and naval targets aren’t usable yet.
      I will work on it.

    2. I plan to add difficulty.xml file with adjustment coefficients for various unit and missile params for each difficulty setting, so you will be able to tune it. I will also accept reasonable edits of this file in the main repository. What do you think?

      1. I’d be happy to test it. And since people have their own standards for game difficulties, including an option to tune the difficulties themselves is a good idea.

        By the way, I’m the one responsible for “THE Ace Love iDOL: Live Combat M@STER!” and I’m planning to make it real as a campaign set after Open Horizon is complete. Do you think the features I planned in that page would be possible? Those are what I had in mind for a crossover game. I have doubt about the “getting shot down but not Game Over”.

        1. > I’m planning to make it real
          Good to know
          >after Open Horizon is complete
          I doubt it could ever be. There always will be features I’d like to add.
          >Do you think the features I planned in that page would be possible?
          You could always ask for missing ones.
          >I have doubt about the “getting shot down but not Game Over”.
          Mission fail is not a game over, you decide what to do in campaign’s script. I have added “on_destroy” function for player too, so you will be able to catch player’s death and call “mission_clear()” to finish the mission as success if you like.

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