Aviate, Navigate, Communicate / Documentation
Aviate, Navigate, Communicate, in detail
Fly uncrewed cargo jets from a 1980s office terminal, by typing
Project brief
A game set in a version of the 1980s where freighters fly with no one aboard. You sit at a terminal in an airline’s operations office and fly them from there: every heading, altitude, radio frequency and flap setting is a typed command that the aircraft has to acknowledge. You talk to air traffic control, ask for clearances and read them back, coordinate the ramp, and work through emergencies such as an engine failure or a lost generator.
As you go on, you write programs in Flightline, the game’s own scripting language, to run departures, routes and whole flights across several aircraft while you supervise. The terminal teaches it in chapters, and a human still reviews anything a program is allowed to do. The office is walkable and the aircraft are fictional, starting with a 1983 twin-jet freighter. It runs natively on macOS, on DEngine, and isn’t released.
What’s included
• Typed control of every system, from heading and altitude to radios, gear, flaps and individual engines
• Air traffic control with clearances, readbacks, handoffs, holding and diversions
• Flightline, a typed scripting language with waits on acknowledgments, event handlers and fleet-wide programs
• Authored emergencies, from engine failures to electrical faults, recovered with real procedures
• A walkable office and a protected first shift that teaches the job before anything counts
Current status
This project is in active development, so details may change.
Questions and support
For questions about Aviate, Navigate, Communicate, contact DWMM Holdings with the project name and a short description of what you need. Please don’t send credentials or other sensitive information by email.