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$70,950
pledged of $25,887 goal
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All or nothing. This project will only be funded if it reaches its goal by .

By Abi Rahmani (RB-D2)
$70,950
pledged of $25,887 goal
backers

All or nothing. This project will only be funded if it reaches its goal by .

About

            

The Demo can be downloaded here: https://rb-d2.itch.io/wingman

The Project Wingman Kickstarter Demo contains:

  • 3 modified missions of the singleplayer Campaign
  • 3 playable Aircrafts
  • Over 10 unique weapons to sortie with

Conquest Mode Prototype coming in an update soon!

The game is still in an Alpha status, so the dev team will continue providing patches and bugfixes throughout the kickstarter campaign to make it even better, so don't hesitate to leave your feedback!

Everything may change as the game goes further into development and we will need your help not only to fund the game, but also voice your feedback and make this game truly shine!

After you play the demo, please take the time to fill out this survey! Thank you!

We are also on Facebook, Twitter, YouTube, Discord and Tumblr!

Project Wingman is an independently developed combat flight action game to be released on PC with an emphasis on fun and refined gameplay, true-to-its-roots inspirations, and an engaging single player experience. 

Perfect for those who aren't looking for a simulator experience with the ease of pick up and play, all the way to those who want a fast-paced challenging flight action game.

Players will dogfight, strike, and fly through combat zones based off an alternate history of Earth. Either over the cold waters of the Bering Strait, attacking tanks in the brutal deserts of the Orient, or diving through the Red Woods to strike targets of opportunity in the Pacific North West, across the oceans, above the scarred lands of the world, this war will take you from exotic battlefield to exotic battlefield, all while going up against odds way above your pay grade.

Pure combat flight action is our mantra, and we've created a game where you can experience it to the fullest at any skill level. You will fly and fight against a variety of adversaries that can go toe to toe even with the best player or take it easy and feel like a unstoppable killing machine.

The rules of aerial warfare will remain the same throughout the game: survival and superiority. Whether you are an attack aircraft pilot, skimming the ground with a gatling gun and rocket launchers attached to your wing, or an interceptor with long range, almost sniper-like missiles at your disposal, it will be up to you to prove yourself as an Ace pilot.

Prove your worth : The game will encourage you to take a high risk, high reward approach: the better you fly, the better the reward, and thus the more resources you have on hand to expand your battle capabilities. Do you go after that enemy SAM cluster at the risk of getting shot down, or play it safe to minimize your potential losses? It could very well mean the difference between going to the next mission rolling with the latest tech, or flying with nothing more than a wing and a prayer. Remember the mercenary's credo: "Everything has a price."

Aces will have higher payout than regular fighter jockeys, airships will yield more than tanks, and naval cruisers are more enticing than patrol boats.

With over 20 different aircraft and over 40 unique weapons planned to be released at launch, fly the way you want in order to improve your combat effectiveness.

The armaments you carry into battle will greatly affect how you fight on your mission.
The armaments you carry into battle will greatly affect how you fight on your mission.
Some of the threats you'll be facing range from naval vessels to air vessels.
Some of the threats you'll be facing range from naval vessels to air vessels.

Unconventional Threat : Giant flying wings and mechanized monsters will have to be picked apart meticulously under constant threat of retaliatory fire. Exotic weaponries such as railguns and geothermal-powered armaments will also be ready to pluck you out of the sky if you're careless.

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Virtual Reality: Virtual Reality headsets will work in-game to put the player in the cockpit of aerial warfare, immersing themselves in head-swiveling combat. We plan to feature VR compatibility across the full game, including both Story Mode and Conquest.

Extensive Customizable Controls: Combine this with full compatibility with HOTAS peripherals and custom axis curves, and you will be able to experience the game however you want, using any peripheral you like.

In a world unlike our own, a multinational order known as the Federation has historically held onto an important resource along the Pacific Ring of Fire: Geothermal Deposits.

Uncovered by a cataclysmic fracture in centuries past, it offers a valuable resource to any that can claim and harness it: an abundant source of energy, tapped directly from the core of the planet.

After generations of systematic oppression over the exploitation of the thermal resources, tensions within council states of the Federation have risen to the point where opposing parties enacted a Coup d'état and rise up in armed rebellion. This is where you come in, a mercenary pilot hired to turn the tides of war in the name of their freedom.

Whether you fight for the sake of combat or for something more, the war ahead of you will be uphill, with warfare unseen in that world for centuries filled with conventional machines of war and those powered by the very geothermal energy risen from below the mantle itself.

In Conquest Mode, fight in an uphill battle against various bosses and ace squadrons in a tactically-oriented territory capture game, drawing elements from roguelikes and RPGs. Players will have to earn enough money to not only maintain and upgrade their own plane, but build a mercenary army of their own in order to take on waves of increasingly difficult opposition as they struggle to take on a myriad of changing missions.

Modifiers and Parameters will also exist in the full game to customize your experience within Conquest mode and add/reduce difficulty or introduce unique and different modes to increase replayability of the game. 

 The community has requested this, and so we shall see to it! Want to take a break from downing bandits? Well Project Wingman offers a much more calm and peaceful Free-Flight mode, allowing you to explore the maps designed for this game on a leisurely joy ride!

Crossing the border between Fantasy and Modern Orchestral, the musical component of this game is composed by award winning and veteran of nearly forty different movies and video games: José Pavli.

Take a listen to some of his tracks below!


THE CORE TEAM  

Hello! It's me Abi! you probably know me best as RB/Arby/RB-D2, whichever you like best! I'm basically the guy responsible for the game with things such as programming, game-design, asset development, art, distribution, story, audio design, and whatever else is needed to make a video game except for the music. In short, I'm responsible for quite a lot of the game! It's been really fun!

Hi, I am Jose Pavli and I am the composer for Project Wingman. I want to give this amazing game, the soundtrack it deserves. Influenced by Cinematic Orchestral scores (Metal Gear Solid, NieR Automata etc.. ) and using catchy themes inspired from Japanese Anime and Celtic Melodies, my priority will be to give a unique sounding soundtrack to the game, using a palette of sounds and instruments from different styles. Long story short, my goal will be to make your dogfights sound like you are fighting the Heaven and Earth itself.

Hey, it's me, FaN for short and I am the producing manager for Project Wingman, I keep things moving smoothly through development and manage public relations. I've survived sixteen fist fights in my life, I enjoy scenic walks on salt flats, and the only headgear I wear during airsoft is a cowboy hat. I keep Arby's veins caffeinated while advising and keeping the project on a good heading from my prior work experiences in the indie game scene. In short, I'm in charge of the dialog, radio chatter, story, direction setting and integration of artists and other volunteers that come to aid our project. So please, come my way and feel free to drop off any comments or suggestions you have, I'll spare as much time as I can having a chat (totally not procrastinating of course!).

Special Thanks : To everyone else who was or are currently assisting in the development in their own ways. We look forward to your continued support. This includes you!

This is a game made by players, for players, we understand that community input and critique is highly valued, and our success so far is directly attributed to the public and word of mouth from one user to another. So therefore not only do we enjoy the connection between us and you, we invite you to join us along the way on our flight to release this game to the world.

We are asking for AU$35,000 to complete the game with a Story mode and Conquest mode. Most of the initial funding goal will be going towards our musician Jose Pavli and the Voice Talent that we plan to include in the game ranging from professionals to passionate volunteers from the community.

The rest will go towards things related to development fees such as software licenses, any necessary asset libraries, ramen funds, and any other fees that may come up during development of the game such as Kickstarter fees and any legal fees to get the game going.

 Funding Breakdown (from initial goal): 

  • Music : 40% 
  • Voice Acting : 20% 
  • General Development Funds : 25% 
  • Kickstarter Fees + Legal: 15% 
EDIT : 
 
We're extremely fortunate to have met our funding goals in such a short amount of time, and for that, we'd like from the very core of our hearts thank you for your faith and patronage. It is tradition for Kickstarters who are on track to make more than their intended funding goal to add stretch goals so as to add features or content to the final product, however please understand this: When we started Project Wingman two years ago we set out with a vision of exactly what we strived to do and how best to do it. No amount of money would change that vision, and, as we proceed further into the Kickstarter campaign, we hope you will understand that money will not make this game the best it can be: hard work, your feedback, and faith will.  

After a 12 hour meeting the day following our Kickstarter’s launch and funding completion, we have decided for the best to not pursue Stretch Goals as is industry standard for projects like this. Let us explain: So we've said the vision for this game has been largely set coming into this crowdfunding, and our intent with crowdfunding was to allow this project to be funded with the promise of that vision. In traditional or larger Kickstarter efforts you would see content added as bonuses and goals in line with Stretch Goal progression, a game unto itself, however we see it differently. These goals would be additional promises to keep. With that in mind we're reminded of the promise we have to you, the backer, that takes precedent above all: The completion of Project Wingman. More promises would indefinitely expand the scope of the game and the complexity of the technical debt already accrued, leading to us being unable to achieve our chief endeavor as best we can, only to disappoint you no matter how many Stretch Goals we would achieve.

We will not be pursuing Stretch Goals, however this is not a restricting move. Far from it. This is actually the freedom that will serve this game best. As more and more people pledge and put their faith in Project Wingman, the funds we accrue will not be tied down to milestones or arbitrary goals. Instead we will give it our all, at all times, and ideas we otherwise would've made Stretch Goals will just be worked on anyway without chaining us to it if its execution does not positively add to the game. At the end of the day a Stretch Goal is not something you, the user, the player, the donator and believer should have to do. It is instead our duty to stretch and to do our best.  

All this to say: Any additional funds accrued after the funding goal will go back into game development to where it is needed at the time, and our best work will be strived for regardless. We will tell you each step of the way where major use of your funds are used and why; transparency is our goal here. It's only right. Your oversight will only make it easier on us to do what needs to be done to keep our word, our own faith, and our promise to you!  

Thank you for your patronage thus far, thank you for your faith, thank you for everything. Hopefully by this time, next year, we'll trade stories about the dogfights, the dances, and the dreams we've had in Project Wingman.

- Matthew Nguyen - Project Wingman Manager  

P.S: If you were bummed that you missed your chance at grabbing a tier you missed because it's at capacity, have no fear. As the Kickstarter goes on we'll see if we can accommodate more slots for popular options. Stay tuned!

Risks and challenges

Aside from the dangers of mortality we all face, there is little that will stop Project Wingman from coming to a 1.0 release for it is something we are serious about.

We have spent the last 2 years planning out the story and building the game systems and workflows in order to create seamless content creation.

We have also released numerous alpha versions of the game to prove our competency to publish a working copy to the end-user and are constantly working with the community to improve Project Wingman.

The worst-case scenario is that the game may encounter productions delay which will push back the release date to late-2019 instead of early-2019.

The Game is entering the latter stages of development. We have a solid foundation of the game and a solid pipeline on the production stages of the game.

Naturally if funding is not met then we'll have to re-prioritize on what is sustainable for the developers to continue developing this game. That being said, we won't give up so easily!

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    We'll include a Digital Artbook with your game containing high resolution renders of the assets in game and get a peek to how things are developed in the game!

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    Mad Scientist

    (Approx In USD: ~$750)
    Work with developers to design an enemy type or special weapon in-game for Conquest mode. (Your own designs especially welcome! We will have to approve your designs.)

    Includes:
    • Backer Credit
    • Digital PC version of Project Wingman
    • Digital Soundtrack by Jose Pavli
    • Design an enemy type or special weapon in-game!
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    (Approx In USD: ~$60)
    Your name or nickname will be added into the in game universe! Your name will appear somewhere in game, whether a pilot, base commander, ground troop, or a newscaster name. We'll add it to the game whenever we need a name in game.

    Includes:
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    Ace Squadron Scout

    (Approx In USD: ~$187)
    Work with the developers to create an ace squadron to be featured in Conquest mode. You'll be able to determine of their squadron composition, squadron name and its members, their equipment, and paint job(Your own designs especially welcome! We will have to approve your designs. Usable by player as long as its on a flyable aircraft)

    Includes:
    • Backer Credit
    • Digital PC version of Project Wingman
    • Digital Soundtrack by Jose Pavli
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    Aerospace Engineer

    (Approx In USD: ~$1125)
    Work with developers to add in a playable aircraft in the game. (Own design and/or based on a pre-existing design. We'll make it a reality. We will have to approve your designs.)

    Includes:
    • Backer Credit
    • Digital PC version of Project Wingman
    • Digital Soundtrack by Jose Pavli
    • Design/Add a playable aircraft to be added in-game!
    • Name In-Game/Universe
    • Project Wingman Digital Artbook/Development Book
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