Monthly archive for March2014

TigerHawks, alpha video v1.0

Here’s a look at the first video of alpha gameplay for TigerHawks.

As you can see, you can play as a Player Plane against a single Enemy Plane. The plane will roll depending on which direction you’re turning. The enemy plane AI is just on a random, dumb algorithm that makes him change speed and direction every couple of seconds. The Player Plane is fully controllable by both an Xbox360 GamePad and and OUYA gamepad. It also builds perfectly to the OUYA device, and plays at a beautiful 60 FPS. You’re capable of firing a handful of weapons, such as 3 different machine guns and a dumb-fire missile.

I’m VERY pleased with how well this build is going, and how well Starling is performing on both PC and the OUYA, which is arguably a moderately powered Android device. Keep an eye out for more updates in the future.

 

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TigerHawks: Plane assets

 

plane

Here are a couple of assets for the hero and enemy planes. I needed full turn-arounds to really give the player a wild ride when it comes to evading missiles, performing evasive maneuvers, and crash diving after being destroyed. There was a short time when I considered building this game in 3D, but I like the 2D look. I feel that it lends a little more soul to the game.

planeEnemy

I now have initial build installing to PC, Android, OUYA and iOS. I’ll be using the Citrus engine to better handle asset management and Stage3D rendering. If Beards and Glory taught me anything, it’s that reinventing the wheel can be a colossal waste of time. Gamepad support is enabled on PC and OUYA, but Android and iOS will have the option of using controller overlays on screen. Not my favorite thing in the world, but what are you going to do… that’s the hell of building for touchscreen. Keep and eye open over the next few weeks for some rudimentary gameplay. This is all so exciting.

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