We'll seek the help of a few Touch Arcade members for beta testing in the coming weeks. We'll reach out to you. Thank you for your help and feedback, Flight Unlimited 2K16 wouldn't be the same without it.
Lol, Baseball. I think you've just been reading what you want to hear, not what's actually being said. Maybe try offer some actual input rather than just begging and name calling? -- Have you decided on a price model yet? All inclusive single purchase premium/lower initial price with a handful of planes then iAP extra plane unlocks/free with 1 or 2 planes and iAP plane unlocks/ad supported? Have you been able to get it running at native resolution on the 6+/6S+ (totally not a deal breaker but I always feel a little disappointed when new games are released and still only optimized for iPhone 5/5S)? Probably way too late to be bringing this up but maybe it's something that can be changed down the road: any chance of updating the third person plane models to have transparent canopies/cockpit windows? Even if the cockpit internals are super low poly/detail it'd be a nice step up from the chromed windows in the current batch of screenshots - though the rest of the models look absolutely fantastic. Will the dash instruments be animated in the final build?
Spleen, to answer your questions... The game will be $4.99 and contain 8 aircraft. A new aircraft will be released weekly, some for free, and some as an in app purchase. The game runs in complete high definition on top tier devices which was no easy task. We modeled the planes and scenery using 4K textures, a first for a mobile flight simulator. In addition to the weekly plane updates, we'll be adding features to the game regularly. Already planned are missions, street traffic, and an aircraft creator. I'll be posting some more videos from the Bay Area next week.
Are there any changes to the device requirements posted previously? Still iPhone 5 upwards? And iPad 3? Or has this now changed?
This has changed, we implemented a streaming scenery system that is designed to run an iPhone 4 and upwards. We have an advanced settings screen that lets you select between the different quality levels, real time shadows, reflections, bloom lighting, lens flares, etc. To answer the previous question, an Internet connection is not required.
Hng, this is ticking a lot of 'ideal app' boxes. ☑ Optimized for current devices ☑ Legacy device support ☑ Playable offline ☑ Sensible pricing model ☑ User select-able graphic settings/experience (Stranger's Wrath and Forgotten Memories are the only others that do this that come to mind) ☑ Planned updates/support ☑ Dev team accessible to the community (not always necessary, but it's nice to feel a bit included) As well as just looking like it'll be a lot of fun. I imagine flight sims are quite a niche market, hopefully the missions etc make it 'gamey' enough to appeal to a wider crowd. I hope this is a success for you and the rest of the team, it deserves to be.
Thank you for the comments. We are dedicated to the Flight Unlimited franchise and want to make sure the game is the best it can be. We're targeting a late November release (roughly one month away).
Here's a quick look at one of our more interesting aircraft. Subscribe to the TouchArcade YouTube channel
Now that I own an iPad again I was hoping something really exciting would be released in the flight sim department of iOS ever since X-Plane 9. Now I have played a bit just now with X-Plane 10, but unfortunately that didn't really leave me impressed. It looks a little better than X-Plane 9, but especially up close everything still looks mighty blurry texture wise. Even the plane models. The current shared footage blows everything out of the water in terms of graphics versus current iOS flight sim offerings. Keeping a very close eye on this one!