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Indie Highlight 004: Kirk Woodes, ZhakamiZhako

  • Writer: Matthew "FlyAwayNow" Nguyen
    Matthew "FlyAwayNow" Nguyen
  • Sep 20
  • 11 min read

Updated: Sep 22

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Hey, howa’ doin? FlyAwayNow here again with a pair of interviews to introduce some of the plane game indie devs to give you some insight into, perhaps, the future of the Genre, or at least into the minds of those making these games.


Here today I’ve got developer Kirk Woodes, and developer Zhakami Zhako on the stand, testifying on behalf of their own projects or games: One at the bleeding edge of format, that is the virtual reality, and the other whose game is still so freshly baking it doesn’t even have a name yet!


With one steeped in the fidelity and art style of yesterday, and the other very much front and center of the future by way of homage and function, I see no better way to balance this article!



Kirk Woodes

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Website Links: Bluesky | X.com 

Who are you?

I'm an amateur game developer working in C with OpenGL. I'm making a 3D dogfighting game with floating islands and a base that the player can explore between missions


Why are you making your game and this type of game?

It grew out of a top-down 2D dogfighting game that I was making to learn how to program about ten years ago. After dropping game dev for a few years, I got back into it with learning 3D graphics with OpenGL. The floating islands and base segments were ideas I originally had with the 2D game, but those ideas seemed like they would work much better in a 3D game, so I made the switch.


How would you describe your particular visual style?

PS2-era programmer art.


What's your favorite game in this genre or related media?

Not a deep cut, but Ace Combat Zero is my favorite.



What you want this game to be?

I want the game to have a strong emphasis on dogfights against enemies that can use the floating terrain to their advantage. My goal is to have enemy AI that can give the player a challenge and feel like a fair fight. I want the base segments to give the player a better sense of immersion than the menus in a lot of flight games, and give them a way to interact more with characters and the setting in a genre that hasn't usually had ways to do that.


I mean we have two big things here I'd just like for you to comment a bit more on: The floating terrain that we see in your social media posts, and then also that idea of on base segments, where does stuff like that come from for you?

The floating terrain was originally just an idea for a cool visual, especially in 2D. The more I tried them out in game the more I liked them, especially with how they work with some mechanics that I've experimented with like restricting the player to semi-active missiles that can easily lose their lock if an enemy flies behind an island. I also thought Project Wingman's airships proved my theory that having more stuff in the air that you needed to keep track of was a fun mechanic, and the islands take that idea a little further. 


The base segments come from my personal background growing up on base, so I felt like I could capture that feeling while also improving on what I've always thought was a bit of a missed opportunity with Ace Combat's reliance on menus for everything between missions. 


So alongside floating islands, any other environmental or level design tricks you have up your sleeve?

Not too much, but the islands do support tunnels, so look forward to that.


So there's a gradient of simulation that these types of games have. Nuclear Option and War Thunder for example lean on accessible sim realism with physics and damage models, while games like Ace Combat are extremely arcadey in their flight models for the sake of ease of use. Where does your game fall?

The physics are a little more realistic than Ace Combat, with some pretty detailed force and torque math, but it still has an arcade feel. I've actually never played War Thunder even once, so I can't speak to that comparison. The damage model is all arcade though. It's just a simple health bar and missiles that deal fixed damage on hits.



How about weapon loadout and the theory behind them? Is that more arcade aligned?

Weapons are an area where I'm trying to break out of the Ace Combat mold a bit. The semi-active missiles are my attempt at making the player really have to stick to enemies through some harder terrain than with Ace Combat's fire and forget standard missiles, and I like the idea of testing the player's flying skills by requiring them to keep a lock. I haven't decided what other options the player will have for things like attacking ground targets, but I'd like it to fit that same philosophy.


So we've seen you talk about a pilot fatigue system, what's that about?

The main goal with the fatigue system is to reward being able to maintain pursuit of an enemy rather than getting the lock, launching a fire-and-forget missile, and calling it good. It ties a lot into the semi-active missiles in that way. I think that, ideally, if you can stay on an enemy's tail long enough, you should eventually be rewarded with a near-guaranteed shot.


You mentioned base segments, and from what we've seen from your publicly posted WIPs, you're walking around, talking and interacting with characters. How in depth do you want that to go? Vazgriz, and then Sanikku for Project Aggressors, are planning a similar system, and although it will be a long time until we are able to compare them, I have to ask what do you want to accomplish with this mechanically or emotionally more specifically; like will on-base segments affect dogfighting gameplay?


I'm keeping my intentions pretty modest. I think there's a lot of cool things you could do, but some simple, optional dialogue and a little bit of exploration is all I'm shooting for. I want something that gives the player a little more investment in their squadron and the conflict.



What type of writing and tone can we expect from you?

I haven't gotten far with the writing, but I think it'll be lower stakes with a focus on the dissonance between combat and the mundanity back at base. I don't have any writing experience, but it's the part I'm most excited to give a try, and I think that tone is something I can portray well.


We've seen a few aircraft in your social media sharings so far, can you speak about what type of planes you intend to include in your game?

This one depends a lot on how much air-to-ground combat ends up in the game and whether I continue to try to do all the plane models myself, but one thing I definitely intend on is custom plane modding in some form. I'm already building a lot of my own tools, such as my level editing scripts in Blender, so I plan to have a plane editor that I can hopefully make publicly available. Not having some decent modding tools would feel like squandering one of the big advantages of building my own engine.


Want to talk a bit on why you pursued a custom engine?

My coding background is in C, so it's just what I'm most comfortable with. I like being able to write my core gameplay logic in C, but learning OpenGL and handwriting shaders has made visual design and experimentation painful. I think it would have been a much smoother process if I had gone into game development with a clearer idea of what I actually wanted the game to look like.


One dream feature or thing you'd like to add into your game even if you might not be able to do it?

I'd like to limit the player's loadout size to be more realistic, but with the ability to quickly land on bases on the islands and rearm. If I implement takeoff and landing mechanics, I'd want them to be more forgiving than most flight sims, but much more closely integrated into missions.


Do you have any idea what you might name this game in the end?

It's got a working title, but I want to make sure I have something I'm really happy with before I make anything public.




Zhakami Zhako

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Website Links: X.com | Project Fairy | VRChat

Who are you?

I'm Zhakami Zhako, a programmer with very odd habits. Most people just call me Zhak. I work as a Software Engineer and do Game Development in my spare time.


What are you working on?

It's a project called "Project Fairy", which primarily is inspired by Sentou Yousei Yukikaze (Battle Fairy Yukikaze). It is a fan project that aims to recreate scenes that is based from the original game, the OVA and the novels as well as fan depictions/interpretation(s) of certain scenes; Hence the name "Fairy", as it takes place on planet Faery which is where most of Yukikaze's story unfolds.


It is primarily a story driven ace arcade combat style game; Played in different pilot's POV's, to which it wont be only limited to B-3 (Fukai Rei) but also from various characters as well.


My initial plan for it is to create multiple episodes and have each episode be their own build/world. At least for the VRC releases as I am also considering possibly creating a standalone.


Released October 26th, 2021, 'Sugar Rush' was the first prototype flight arcade world for Project Fairy. Development has continued far beyond this point.

The gameplay concept is straightforward dogfighting against JAM (At least initially) while keeping the core part of SaccFlight's handling (Flight, Movement, AOA, Controls, etc.); Multiple weapons (AAM-5, AAM-3, Gun, etc.), while doing TARP scans on certain episodes/objectives; Whilst keeping the core VR/C intact (VR Controls, Avatar, etc.)


Project Fairy, however, isn't exactly only limited to the scope of Yukikaze as I somehow produce it as some sort of a result of various experimentations in Unity and VRChat's SDK; "If it's possible in VRC, then it's possible to do it in Unity."


Other than the Yukikaze inspired part, I am also creating experimental worlds in VRChat, emulating a bit of fidelity with the aircrafts and possibly porting them into a standalone build as well. Maybe my own story at some point.




Are you inspired by anything in particular?

Top Gun Combat Zones, Ace Combat (5, Zero, Assault Horizon, 7), HAWX, IL-2 Sturmovik and of course... Sentou Yousei Yukikaze.


TG:CZ was my first ace arcade game when I was young; running with a really outdated PC hardware that renders everything transparent. Despite the poor presentation due to the hardware, it opened me to look into the genre; Planes, Arcade-Flight-Sim. 


IL-2 Sturmovik opened my eyes further, tackling WWII, Physics and aircraft handling; Despite the fact that it is a sim rather than an ace arcade. HAWX, specifically HAWX 1 may have further inspired me to look into visuals especially during the time when it was released.


Ace Combat of course, as it is what everyone is talking about... Ace combat; that pretty much defined a genre. Albeit that, people would probably fry me alive as I say that Assault Horizon was my first Ace Combat game before I was able to play 5, Zero and so forth.


Lastly... Sentou Yousei Yukikaze. The concept of being at war at an unknown alien, having various unique aircraft designs, the uncertainty of things... It has been haunting me since I was a kid; And may have been calling for me to make a little something for it.



Why are you in this space (VRC) instead of something more independent?

It more or less has to do with wanting the project to be accessible for everyone that has VRChat than a standalone build which you need to upload somewhere. The base flight mechanics of the whole system is based on Sacchan's SaccFlight for VRChat, and most users that are familiar with SaccFlight Worlds should be able to adapt almost immediately.


The systems that I've used in VRC can be ported to standalone as I am also working on porting the whole system(s) involving SaccFlight and the custom stuff that I have made from scratch.


Most flight worlds in VRChat are first person cockpit flights, socializing and hangout worlds that often times have players just end up having mock dogfights, a free for all, a bit of PVE as well as multiple worlds that's involving groups having event sessions (Educational stuff like learn-how-to-fly, how to BVR, How to DFM, General aviation protocols, and special events like airshows.)


During the rise of these worlds around 2020-2021 when SaccFlight was initially released, I've decided to experiment and make something that's unique for VRChat. Hence the need of creating an ace-arcade-like gameplay in VRChat.



How has your experience been in VRC been?

It's great so far. I wouldn't have ended up making a flight game if I have not started playing VRChat.


I've started playing VRC around early March 2020 during the height of the pandemic. I started learning to socialize with people virtually and basically a month later after meeting a certain HolyKnightAD, Zweikaku and Sacchan... it may have driven me to start creating flight related worlds.


What's interesting in VRC is you get to see various worlds from hangouts to scenic views, to socializing, to minigames and then... dogfighting.


I've been part of a community in VRChat for aviation enthusiasts, The Black Aces. We hosts events, tournaments and other things in VRChat. I've contributed various systems for various communities as well.


Other than that, there's a lot of flight communities in VRChat that hosts events such as how-to-fly, how to BVR, how to BFM/Dogfight, Educational/General Aviation and even airshows. They're mostly my friends as well.



What are the limitations of trying to make plane-based experiences in VR? The benefits?

In general, it's more or less the adoption of the gameplay in VR, especially if you're developing an ace-like gameplay. 


If you're making your game in Desktop-first, creating a VR compatible build may prove challenging especially with controls, scenes and among other things Questions like "Does this scene look nice in Desktop?", "Does the VR Build show a much more enhanced scene?", "Are the controls working in VR? How should we have the controls work in VR? Do we use the VR Native controllers? Do we use Virtual flight sticks in VR instead of the joysticks?"


The benefits however, would be a complete immersion into the game you are trying to develop; Especially for a story driven ace-like gameplay and when it comes to the narrative being…


"You" are the Pilot, you are seeing the point of view of the pilot as you fly in the skies. 

"You" are holding the controls literally in VR.

"You" are reaching out to press a button. 


Mix that with a proper story and gameplay... You can end up asking yourself whether the "World" you've played into is real or was it just a fever dream as you take off your headset... Which is one of my many goals as I develop this game.


In VRChat in terms of development, one of the many things that's also challenging is keeping builds the same experience or optimized on one type or another. One example is keeping the Desktop Experience the same as the VR Experience. Another is keeping the PCVR experience the same as the Quest/Android build, considering that there is also the Quest versions in VRChat. It may depend on which userbase you are primarily targeting as well (Quest Users first? VR Users only? Desktop to VR only? etc.) Building a Quest version needs to be debugged whether if certain shaders work in the android build and if it looks okay compared to the PC build; Another that's somewhat holding it back since this is still tied up to VRChat's SDK is primarily its blacklisted components and the adoption of a slow Udon/UdonSharp VM; Code runs slow, Certain assets cannot be used from the Unity Store, and even more. 


Albeit these somewhat impact developing Project Fairy, it still gives me the thrill to push its limits while optimizing the whole thing so that it can be played by various VR Users.



Any closing thoughts or things you want to say?

Probably a thought that Ace Arcade Genre, nevertheless a flight-sim, sim-cade, arcade... this style of gameplay will always continue to evolve; one game to another.


As a developer towards fellow developers, keep doing your thing; keep that vision and keep chasing after that vision. As developer towards the players, I hope you will continue to look forward towards each and every developer that chases their vision. As a developer towards the fanbase and towards any other fanbases, a passion project will always be a passion.


A big shoutout to Project Wingman as well, as it is also a huge inspiration (and good god the music). A big thanks to the Jetboys / Black Aces; Wouldn't have gotten this far to the project without their support. Big thanks to SkywardFM, the Japanese Communities, Boris, the people who have helped so far, the people who are following the project and development, the fanbases, and even to you Matt. 


I will always be grateful to you all.


And please look forward to the project.



About the Interviewer
Matthew "FlyAwayNow" Nguyen
Artwork by alice (@atrousyolks)
Artwork by alice (@atrousyolks)

Producer, writer, incidentally personified online as a rooster. One of the three main developers of Project Wingman and now working across the board on several other combat flight videogames, audioplays, podcasts, and books. Advocate for indie creators, fanfiction, and critical analysis of what you love. [Bluesky / Linkedin / X.com]


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