Flutter Bombs started as a study of environment and landscape development tools in UDK. As the environment evolved, a game started to take shape that involved the flight and travels of a butterfly. As I learned more about the engine (and eventually as UE4 arrived), it was quite natural to weaponize the butterfly.
The game quickly became an aerial combat experience with a heavily armed butterfly equipped for both air and ground based combat. The player can find wingset upgrades to unlock new weapon types. Originally developed for PC, this game sees continued development on several platforms. On iOS & Android, the game is a twin stick shooter. In VR, the game is an 'on-rails' combat experience. The primary development will be due for release on Xbox One in fall of 2016 and is a 6-degree-of-freedom aerial combat game with seek & destroy levels, combat racing levels, and boss battles.
Switchblade, one of ten unique wingsets to collect, comes from the badlands. Here is a glimpse of his level. The spiders here launch homing projectiles which are the main projectile theme of this level. While the spider meshes are still in progress, work also continues on the boss for each level.
Most of the tile-sets have been created with a focus now on character design, boss battles and optimization.
Work also continues on input design under the hood to make sure controls work relatively seamlessly when using either the keyboard or a gamepad if played on a PC.
Has been awhile since any FlutterBombs updates. It's all about twin-stick now.
All of the various modules are starting to fall into place. Have been working on the individual parts and 'under the hood' for so long, it's been challenging...
A mobile update is now available for Android devices.
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