About one month in, and there's finally a rough foundation to a game. The mechanics and physics of the environment and ballon feel correct (although difficult at times), there's a map from which to plan a journey, and the islands from the previous update are sprinkled with some biomass and, most importantly, resources to be collected into a cargo area then used when needed. Here's a collage of in-game screenshots.
You can watch a few minutes of unscripted and uncut footage of game-play. There's planning for a flight, some bad landings, some alternative plans as it were (e.g. things didn't go according to plan), and resource collection and use.
Much has transpired since the last update:
Started a map path planning feature
Sun and moon with phases
Animation of resource collection and use
Revamped some balloon graphics and shape
Gold and diamonds deposits for credits (pickup and immediately use for credits for now)
Added two varieties of bushes, these are just decoration
Added pine trees, less fuel but same weight as oak
Credits being tracked
Added several new resources: coal, gold, diamonds, loot, repair kits
Improved performance (2m tris to 100k) - Unity is terrible at outlining sprites
Improved day/night lighting
Spawn in the center most island
Map system with winds, markers for unexplored, visible where previously landed
Resource collection and cargo use (trees with mass and fuel)
Observer pattern refactoring
Added a velocity gauge, showing linear and angular components, likely damage
"Hard to read the wind" in the fog
Cargo class structures"
Initial cargo and resource assets and structure
Refactor input with "new" system
Tree generation
"Marketing" is not fun. I started posting, and making update media, and I've learned that this takes a lot of time. Although it takes time away from making progress on the game, it gives me some time to think about ideas, and to take a break from Unity.