• Register

A top down shooter in the same vein as 19xx, Sky Hawks is a bit more casual than traditional bullet hell shooters. We’re pleased to talk about our first commercial endeavor: Sky Hawks: Fighters in Time. The target platforms are: iOS, Android, and digital markets. The game is a throw back to arcade classics of the past. It combines modern graphics with old school gameplay. Like all of our games: The goal is to create a fun game that fits your busy lifestyle. As we build this game, we will feature several ‘behind the scenes’ looks at the game. The game will be shown in its ‘Work in Progress’ stage. This means that you get to watch the game evolve as it gets closer to completion. Game Features: Fight different enemies through several time periods Fun arcade gameplay with modern updates Upgrade your ship with new weapons and devastating power ups

Post news Report RSS August Sky Hawks Update

Sky Hawks soldiers on with the latest update. The game is starting to get more visually interesting. Marvin Hawkins breaks down the latest changes, and gives update on a new demo which is coming soon.

Posted by on

August is off to a bang! I spent time adding more visual effects to the Sky Hawks. I added more graphical 2D visual cues. When the player destroys an enemy, a score will pop out of the enemy (Think Borderlands). I took a deeper look at the Unity particle system. The bomb effect now looks as fearsome as it is destructive. The pictures do not do all of the new visuals justice. The bomb effect now causes the screen to shake. The first boss encounter is a giant mechanized crab. The new level takes place in the sea. I spent time rigging the boss in Maya, and doing a few simple animations. During the fight, the boss will use an attacking or hurt animation, depending on the scenario.

The Emperor's shiny new coat

The crab boss is sporting a shiny new toon shader. I am still experimenting with the look of the game, but the Cel shading makes it a bit more interesting visually. The player must take out the boss in segments before attacking the body core. Unity 3d’s Playmaker plugin has helped expand the functionality of this particular encounter. It is similar things like Game Maker. As an 'Okay' coder, it is important to find tools that help me speed up the process. It took a month to get over the learning curve, but I plan on using this to script more behaviors in the future. The boss now attacks in multiple phases.

The Crab Boss in all his fearsome glory

Next up, a new demo, and an update to the Kongregate release of the game.Let me know what you think in the comments.

You can play the latest demo here: Marvinhawkins.com

Be sure to visit my blog for more updates: Marvinhawkins.wordpress.com
For random Rants on games, development, or sports follow me on Twitter: Twitter.com

My new QA Department

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: