GS2D2K — Gunship 2D / Gunship 2K
A large WIP project of a modern reinterpretation of Gunship 2000 in the Gunship 2D and Gunship 2K branches. The game remains in development; own development sandbox/toolchain for models, worlds, assets, TECHREF and campaigns is functional and continuously expanded.
What the project solves
A large WIP project of a modern reinterpretation of Gunship 2000 in the Gunship 2D and Gunship 2K branches. The game remains in development; own development sandbox/toolchain for models, worlds, assets, TECHREF and campaigns is functional and continuously expanded.
Typical use
- Tactical helicopter game with career, wingmen, missions and dynamic campaigns
- Gunship 2D as topdown / 2D tactical branch over common world data
- Gunship 2K as a more spatial / modern runtime over the same simulation backend
- Making up your own worlds, levels and missions in your own development sandbox
- Model / asset autohoring, unit encyclopedia and technical research / TECHNREF workflow
Main characteristics
- Two runtime branches above the maximum shared data
- Career, rank, medals, pilots / wingmen and persistence
- Real units, platforms, weapons, sensors and periods / OOB gates
- Historical campaigns and clearly separated alternative / dynamic scenarios
- World / Level / Mission Editor, Georegference and GPS / INS Capability gates
- Custom Object / Model / Asset Editor and model car pipeline
- Terrain / world autothing, unit database, TETHREF and encyclopedia
- Era-native cocktail families a shaded simulation bindings
- Regression QA and development utilities in one sandbox
- Active P5.7.173 quality / rebuild development series
Why is GS2D2K the main game project
It's not just one title. The project maintains a common technical and data basis for two presentations of the same simulation world, separating renderer / camer from career, missions, units, weapons, damage, navigation and persistence.
Custom development sandbox
The GS2D2K game itself is Work In Progress. However, the development sandbox is not just a developed concept: it is a functional own environment used for the real development of both game branches. Next to runtime, the autohoring, asset and QA ecosystem contains, so new worlds, levels, missions, models and data layers can be prepared, checked and verified within one project.
World / Level / Mission
World a level editor, mission authoring, terrain / geographic import, georegference and campaign and script tools.
Models / Assets
Custom Object / Model / Asset Editor, Autohoring models, materials, orientation, LOD and other game assettes including pre-runtime controls.
Data / TECHNREF / QA
Unit and Technique Database, TETHREF research, encyclopedia, validation tools and extensive regression QA for shared data and both runtime branches.
Status: GS2D2K is a WIP / active in development. The development sandbox and its basic toolchain are functional and used continuously; they are also further expanded and aligned with the project.
Other game projects
GS BIBLE · P5.7.173 COMPLETE
The complete GS BIBLE is inserted directly into the project profile as a separate linked documentation branch. Includes runtime / design documentation, control, simulation, WORLD / ERA data, units, technology, tables and structured database exported from GS Encyclopedia.
How the application works and what it is for
GS2D2K - game in development over your own finished sandbox
Two runtime branches, one common world of data
GS2D2K is a long-term game project inspired by Gunship 2000 DNA, but it is not designed as a simple remake. The project has two separately executable branches - Gunship 2D and Gunship 2K - which use the maximum shared campaign, world, unit, weapon, sensor, damage, navigation, career and save data. The point is to have a different presentation and gameplay layer, but not to maintain two incompatible databases of the same world.
The game itself is still WIP / Work In Progress. By contrast, their own development sandbox and toolchain are already working as a finished working environment and are continuously expanded.
World, camp a mission workflow
World data is not designed as one giant monolithic map for everything. The project uses reusable world families and regional data branches. Missions and campaigns can thus share a geographical basis, but use different historical snapshots, OOB and available technology.
Georegference and GPS / INS capability gates are part of the autohoring. This allows for gradual transition from a purely game level to more precisely anchored worlds where a specific campaign needs it.
Current status P5.7.173
The latest checkpoint captured here is P5.7.173 COMPLETE. Gunship 2D is in the 0.0.0.47, Gunship 2K in the 0.0.0.31 M23 and The Object Editor in the 0.0.0.27-dev. branch The game itself remains Work In Progress; however, this does not mean that the development sandbox is merely a concept. Sandbox is a functional custom environment in which the car is being opened and QA.
The sandbox includes working with models and assettes, Object / Asset Editor, world and level autohoring, unit database and TETHREF, campaigns, GFX ppeline, conversion and validation tools. The development also solves historical authenticity, variants of technology, semantic materials, runtime performance and separation of common data from two game runtime branches.
