Hello everyone, I'm Simon, the lead developer of the game Cabin Crew Life Simulator. After a fairly long period of focusing on completing the DEMO version on Steam, I've finally got some free time to share with you all about the game development process and upcoming plans. Here is Dev Log #1.
The game has now reached nearly 15K wishlists after participating in Next Fest. If you're a fan of simulator games, don't hesitate to try out the Demo!
Since launching the demo, I’ve received an outpouring of valuable feedback from players like you – feedback that’s inspiring me to push forward towards an Early Access release that truly reflects the community’s needs and desires. If you have any questions you’d like me to answer, feel free to leave a comment on this post or connect with me online. I’ll do my best to feature them in future blog updates!
Talking about Cabin Crew Life Simulator, we don’t just focus on the outside of the plane like some other flight games; instead, we dive deep into the details inside to bring the most authentic perspective on a flight attendant's life. That’s why the airplane will be the central element throughout the entire game.
In real life, the production process of an airplane is very complex and requires the coordination of thousands of engineers and technicians across various stages, with parts being assembled in multiple countries.
For instance, with the Airbus A320 model, the fuselage and tail are assembled in Toulouse, France. The wings and horizontal stabilizer are produced in Hamburg and Bremen, Germany, while other components are manufactured in the UK and Spain.
In Cabin Crew Life Simulator, our production process is somewhat similar, but it takes place in the studio using different 3D software tools. Using the available design schematics from engineers, we have recreated not only the exterior but also the detailed interior of each type of aircraft. To bring a complete aircraft model into the game, we go through five similar stages to real-world production: Design and Development, Component Manufacturing, Assembly, System Installation, Quality Testing, and Finalization.
Stage 1: Design and Development
At this stage, we reference a wide range of aircraft models worldwide, from Airbus to Boeing, as well as more compact models like Bombardier and Embraer... Our task is to select the most popular models with spacious cabins that are suitable for flight attendants to work in the galley without obstructed views. If the galley is designed too small, it creates a cramped, restrictive feeling for the player.
We typically adjust the cabin design slightly, widening the aisle by a few centimeters to make room for first aid activities, which will take place right in the aisle during random events.
Stage 2: Component Manufacturing
Once dimensions are finalized, we proceed with 3D modeling. This work is similar to how engineers begin manufacturing airplane parts. Typically, when creating a 3D model, we build the entire model as one unit. However, for complex models like houses, airports, or airplanes, we create each part separately and assemble them together. This approach allows us to easily make adjustments and reuse components for future aircraft models.
**-- What 3D modeling software do we use?
We use Houdini, a software specialized in VFX, with a node-based workflow that’s ideal for building modular designs.We start with the main fuselage, move on to the cabin walls, and then work on smaller components such as seat rows, cabinets, ovens, lavatories, and so on. These props need to fit most aircraft types with minimal adjustments.
Stage 3: Assembly
Once the aircraft parts are completed, we assemble them in Unity. This process is similar to putting together a puzzle, ensuring all parts fit as precisely as possible.
If there is any gap between components, we must adjust that part to prevent light or objects from passing through, which could impact the player experience.
After assembling the main fuselage, we move on to components like seats, overhead bins, the galley, lavatories, doors, and safety equipment, as well as lighting.
**-- Do we reuse parts across different aircraft types?
Yes, we do. Most interior components are reused frequently. While each aircraft has a different size, the interiors are generally arranged using these existing props. This approach shortens game development time and helps crew members become familiar with using the equipment.
Stage 4: System Installation
For real airplanes, after assembling the basic structure, electronic and control systems are installed, including electrical, hydraulic, air conditioning, and other support systems.
In Cabin Crew Life Simulator, this means implementing command systems and functions. We add features to each component, configuring equipment so it functions properly, allowing seats, windows, and meal trays to interact with AI and players. Lighting controls are also integrated.
The control system for the onboard trolley is quite complex, as the airplane ascends and changes coordinates during takeoff, just like in real life. Therefore, beyond the world space axis, we also have to shift everything to the plane’s local axis.
Previously, we considered keeping the plane stationary while simulating the environment moving around it to create a sense of flight, as many games do (with the player in the center and the background moving). This approach would have made coding easier and reduced errors. However, it would have lessened the player experience, and above all, a simulator needs to replicate real life. So we abandoned that approach. We’ll provide a detailed article on this Topic soon.
Stage 5: Quality Testing and Evaluation
After completing everything, the aircraft undergoes interaction tests, checks with passenger AI, and sound and lighting tests under various weather conditions. Lighting is a particular focus at this stage. If you played the demo at launch and tried the updated version during Next Fest, you likely noticed a significant difference in experience.
In the old demo, we hadn’t yet implemented the day-night cycle, so cabin lighting mostly relied on sunlight, which appeared artificial and didn’t create a realistic atmosphere.
Therefore, we experimented with real-time transitions, setting flights to depart in the afternoon and land at night. We also added real-time lighting within the cabin, which garnered a lot of praise for the Next Fest demo. We optimized the cabin lighting to function effectively during both day and night. The lighting can be controlled, dimmed, or turned on and off through the **Flight Attendant Panel (FAP) system.
Stage 6: Finalization
After the five steps above, the airplane is finally ready to be included in the development build. For each new aircraft, we repeat the same processes, taking about one week to complete each model. It may take longer for larger aircraft with more features and props.
If you have any further questions about the development process, don’t hesitate to join us on Discord or comment. I’ll try to post an update each week to give you more insight into our work. Thank you for reading.
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