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, including the existing inventory management system and projectile library, I made a decision to weaponize the butterfly. At suface level there was a lot of humor in this process. At a deeper level, the concept of weaponizing a butterfly showcases the absurdity of violence, yet acknowledges nature can be pretty violent.
The game quickly became an aerial combat experience with a heavily armed butterfly equipped for air-to-ground combat using flutter bombs, and air-to-air combat with the nectar gun. The player can find wingset upgrades to advance their weapons capabilities. Follow three storylines: the geotechs explore the depths of the earth and drop the mother lode. The hydrotechs race through rivers and swamps commanding saturation bombing, and the steamtechs solve puzzles while controlling thermobaric nectar. Originally developed for PC, this game was modified as a twin stick shooter for iOS & Android, and sees continued development for VR with an Oculus Rift DK2.
It has been a productive month in the world of Flutter Bombs. A new level is being wrapped up for demonstration at the Creator Con festival this April as well as another VR show this June. Campaign mode now has some basic functionality in the works where players will be able to choose a faction storyline to follow. Improvements have been made to the level art with new optimized foliage and distance based tiling on landscape materials. Controls have been revamped with a new dash button that allows for continuous acceleration resulting in better air-to-air combat. And speaking of combat, flying enemies now have a new brain and will be much more difficult to neutralize.
Here's a look at some footage from the upcoming update:
And here's a look at a rough cut of the Campaign Select mode being programmed:
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