
Indie game dev company, working on Gunship Origins: co-op multiplayer combat helicopter game, published by @micro_prose. Wishlist: https://nitter.cf/t.co/rGBAMVfA8J
Pacific Northwest, USA
Joined February 2024
- Tweets1.5K
- Following667
- Followers2K
- Likes2.9K
Pinned Tweet
I'm delighted to announce that I've partnered with @micro_prose in a publishing deal for my combat helicopter game!
It will be released as Gunship Origins; the first Gunship title published by MicroProse in over 25 years.
As a huge fan of MicroProse games in the 90s, this couldn't be a better fit. I'm absolutely pumped about it.
🚁 The rotors are spinning… and a new mission begins.
Gunship: Origins is officially coming, published by MicroProse!
Take the pilot seat in iconic helicopters, plan your approach, and strike across dynamic battlefields - solo or in co-op with up to 8 players. Fly low, hit hard, and lead your flight to victory.
🔥 Dynamic missions
🎖 Career progression
👥 Co-op multiplayer
🌍 Real-world terrain
This is your call to the cockpit.
👉 Wishlist now on Steam and don’t miss takeoff: store.steampowered.com/app/4…
Jammin Games - Gunship Origins retweeted
Very cool to see armoured is part of this game!
I was in spectator mode and ran across this ground battle happening in the mission I was testing. Some M2A2 Bradleys engaging ...a whole mess of ZSUs, BTRs, a T-72B, and more.
The Bradleys were having a hard time....
First time I've really seen it in a campaign action like this and not just testing. So cool!
Jammin Games - Gunship Origins retweeted
Can’t wait to play this game. if only i knew someone who could get me into a play testing group 🤔
I was in spectator mode and ran across this ground battle happening in the mission I was testing. Some M2A2 Bradleys engaging ...a whole mess of ZSUs, BTRs, a T-72B, and more.
The Bradleys were having a hard time....
First time I've really seen it in a campaign action like this and not just testing. So cool!
Jammin Games - Gunship Origins retweeted
Dynamic campaing in Gunship Origins takes shape!
I was in spectator mode and ran across this ground battle happening in the mission I was testing. Some M2A2 Bradleys engaging ...a whole mess of ZSUs, BTRs, a T-72B, and more.
The Bradleys were having a hard time....
First time I've really seen it in a campaign action like this and not just testing. So cool!
I was in spectator mode and ran across this ground battle happening in the mission I was testing. Some M2A2 Bradleys engaging ...a whole mess of ZSUs, BTRs, a T-72B, and more.
The Bradleys were having a hard time....
First time I've really seen it in a campaign action like this and not just testing. So cool!
Just added optional "Robbie" tanks!
A "Robbie" internal fuel tank can be fitted inside the ammo bay of an AH-64 Apache helicopter. It reduces your 30mm chaingun ammo from 1200 down to 300 rounds, but gives you another 100 gallons of fuel.
This screenshot is from my current campaign, and I'm taking off from a "FARP" -- a "Forward Arming and Refueling Point", basically a forward base. The FARP aesthetics leave something to be desired in the game right now. @dentonholmgren will need to put some time into this at some point.
Jammin Games - Gunship Origins retweeted
So much anticipation.
Game design note for Gunship Origins.
(NOTE: very WIP, and the designer hasn’t gotten to this hastily built UI yet, so expect it to change for the better.)
When you get promoted to 2nd Lt, you go through officer training (not done yet) and then are able to start campaigns, which are essentially a tug of war between the two factions over territory.
(Gunship 2000 also had this same flow.)
You can fly missions of various types over this campaign, and there’s a calendar showing the results per day, weather, a campaign map with various sectors, primary and secondary, and more.
Behind the scenes, even more is happening.
Each one of these friendly and enemy units is generally a platoon-sized group of vehicles (or infantry, etc when we get to that).
The vehicles are persistent. They might travel around a bit from mission to mission, but they are the same vehicles with the same characters as operators.
The enemy and friendly forces will bring up reinforcements from their respective rears, and these travel in convoys to get to the front. If you go behind enemy lines, you will often encounter these convoys, and blowing them up will help your side.
But your best bet is to focus on the objectives. The primary and secondary are your main objectives and destroying them has a relatively larger impact on the campaign. This is because they tend to be key to the enemy’s supply lines, offensive pushes, command and control, etc.
This is generally speaking not “gamed” so much as carefully tuned. (There is some gaming of the system involved, but I keep it to a minimum.)
For example, taking out a headquarters means the enemy has to bring up another HQ, and can’t coordinate offensive pushes. This means there won’t be any loss of territory that day or perhaps for several, until the new HQ is situated.
Taking out an air defense site means your friendly air strikes will get through and do strategically and tactically important strikes.
I have about 10 more tweets worth of info about just this tiny screenshot here, and even then, I’m leaving A LOT out of it. 😅
Wishlist Gunship Origins, like & retweet, and send to a friend!
Game design note for Gunship Origins.
(NOTE: very WIP, and the designer hasn’t gotten to this hastily built UI yet, so expect it to change for the better.)
When you get promoted to 2nd Lt, you go through officer training (not done yet) and then are able to start campaigns, which are essentially a tug of war between the two factions over territory.
(Gunship 2000 also had this same flow.)
You can fly missions of various types over this campaign, and there’s a calendar showing the results per day, weather, a campaign map with various sectors, primary and secondary, and more.
Behind the scenes, even more is happening.
Each one of these friendly and enemy units is generally a platoon-sized group of vehicles (or infantry, etc when we get to that).
The vehicles are persistent. They might travel around a bit from mission to mission, but they are the same vehicles with the same characters as operators.
The enemy and friendly forces will bring up reinforcements from their respective rears, and these travel in convoys to get to the front. If you go behind enemy lines, you will often encounter these convoys, and blowing them up will help your side.
But your best bet is to focus on the objectives. The primary and secondary are your main objectives and destroying them has a relatively larger impact on the campaign. This is because they tend to be key to the enemy’s supply lines, offensive pushes, command and control, etc.
This is generally speaking not “gamed” so much as carefully tuned. (There is some gaming of the system involved, but I keep it to a minimum.)
For example, taking out a headquarters means the enemy has to bring up another HQ, and can’t coordinate offensive pushes. This means there won’t be any loss of territory that day or perhaps for several, until the new HQ is situated.
Taking out an air defense site means your friendly air strikes will get through and do strategically and tactically important strikes.
I have about 10 more tweets worth of info about just this tiny screenshot here, and even then, I’m leaving A LOT out of it. 😅
Wishlist Gunship Origins, like & retweet, and send to a friend!
Wishlist here: steam.jammin.games
My daughters kept asking for a pink helicopter.
Not sure how well it'll hide during night missions, but they're happy!
As part of the recent work on campaigns I built out a whole weather modeling system I’m super happy about. Seasons, macro trends, daily forecasts, high and low temps, precipitation, wind, it’s all there.
Just need to add all the weather effects like rain and snow and wind. Easy, right @dentonholmgren ? 😆
DM me and I’ll send you a sneak peek of a new feature that I’m working on in the game that I am incredibly excited about.













