Take control of an advanced attack helicopter in a bid for corporate dominance. Engage your enemies from a third-person integrated HUD perspective while evading and dodging their return fire, and when things get real rough, regroup and re-engage from your mobile support units.
Continuing on from the last post, still working on the ten set pieces. Why are these set pieces so important? This explains my reasoning and shows a bit...
michael bay-ish
I've been busy for a while working through concepts and area designs for the main set pieces of Stingray's engagement, aka boss fights. It's slow progress...
design and concepts
I concluded my IndieCade 2012 submission over the weekend.
indiecade submission
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