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. This game also became a study in multi-platform game development. The PC version was a 6 DoF flying game, there was a mobile version that was a twin stick shooter, and we built a version in VR that was an on-rails experience.
We've now focused development on building out the twin-stick shooter for console with 4 player local co-op, 10 wingsets to unlock, and arena based procedural levels each of which have a unique environment.
After our launch on console, we hope to bring this version back onto the other platforms as well.
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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