i'm really curious as to how this is not literally luftrausers
i know you've said some vague things about feel
but what this looks like to me is "i've decided to make luftrausers really exactly"
i guess this has multiplayer, so that's different and interesting, but come on dude
you even have customizable planes? i just
look, this isn't really constructive
and i get that. i'm sorry about that.
and look, i get that multiple games can exist that are extremely similar and be awesome. that's ok.
i guess what i'm saying is you gotta make the feel really your own. really own it. push that shit. otherwise people are gonna be like "yeah, this is just multiplayer luftrausers with a klik and play aesthetic" including me and idk if you want that. build some examples of environments that aren't just sky. maybe add different vehicle types. maybe make the controls more interesting in some way (? the vaguest advice ever, but). don't abandon this but seriously consider the ways you can push this as far as you can from being a luftrausers clone, even accidentally. because i can tell you care about a thing and you wanna make a cool thing.
some things to think about:
-maybe you can do something with pilots and parachutes and escapes
-jets, helicopters, bombers, idk. flying cars. winged pigs. more vehicles? i don't know
-something something single player shooter mode ala whip rush/r-type/1948 might...actually work really well and probably is your coolest bet for Radically Making This Game Different
-i don't know
Good question! While I cannot be for sure, since my only experience with Luftrausers was the demo I mentioned earlier in this thread, I can answer your questions based on what I do know.
Customizable Planes/Vehicle Types?Yes, there are customizable planes. Planes have stat points which can be spent to affect how your plane handles as well as the ability to customize the body and colors of your plane. There is also a 'pilot' creation, which is not anything too fancy, but gives you something else to make your character unique.
Environments?Yes, as mentioned earlier there will be varied environments, including certain hindering/enhancing aspects (e.g., a level that features search lights and ground artillery; you can use the pattern of the lights to lead pursuing players into allowing ground artillery to open fire on your pursuer, which could also attack you if spotted). I understand the desire to have examples of these, but I am still pretty earlier on in the development cycle to have any pictures/gifs to show, but I promise I will have some up once I get to that point.
Controls?I cannot really say much about this. I have been developing this game with a controller in mind and I only use a controller when testing (there will be a keyboard option with rebind-able keys). I do not know if Luftrausers has controller support or not since when trying out the demo I used a keyboard, but from my experience with the game there is a different feel, as vague as that sounds. Also, Altitude (a friend was showing me it because he had similar concerns) came out before Luftrausers and has somewhat similar controls but is still vastly different in feel. My game will, hopefully, separate itself as much as those two have separated themselves. Perhaps at some point I will have an example of this to help convey what I have such a hard time articulating.
Other Concerns/recommendations:The idea of being able to parachute out of your plane is something I have been mulling over in my head. My idea was to have the ability to parachute from your plane so you can 'respawn' faster in a multiplayer matches (unless, of course, another player shoots you). This could definitely work on certain multiplayer modes like CTF and with the way I want to have single player, but for other multiplayer modes I am still unsure; just know that I am playing around with the idea.
The single player campaign will take place on a much larger level and have an open world feel; your pilot will be assigned varying missions to be completed. This campaign will work more as an elaborate training/tutorial mode of sorts, allowing the player to get a feel for the game and unlock "frames" for use in the multiplayer modes.
Now, as far as vehicle types that the player can use, eh. In the campaign, I have some ideas where you might have to fly something that is not your standard fighter plane but this will not be present in multiplayer or maybe it will. I still do not have the game planned that far ahead and I do not want to say yes to something and it never happen (feature creep). I will say this though, I am thinking of that and I do have ideas, just nothing for sure; there will be "frames" including some silly ones that the player can unlock and use in multiplayer but that is all I am certain of right now.
Just another note: Nothing that I have shown or talked about is final. What is shown, in the gifs above, is more of a prototype of the idea with graphics that were made in minutes. Also, thank you for your concerns!
I hope that this gives you a better idea and that I have answered most, if not all of your questions.