My challenge with Stingray is to bridge the gap between hard-core flight simulators and fun, action type game play. The one precludes the other, partly because of the complicated systems and control interfaces, but mostly because of the time investment required to overcome that complication.

Thus the flight model in Stingray is forgiving, and yet very flexible. Similarly, the flight systems is functional, but not complicated, and the controls are such that the player does not need to move across the keyboard.

My vision with Stingray was to being the old-school top-down or isometric shoot-em'up and dodge-em'up game play into a 3D world, complete with a tiled environment. Having a 3D perspective view brought along it's own challenges, since the viewpoint is restricted, but threats are not. The solution is a combination of AI and other tweaks, and I hope to achieve that "Hectic!! But I can make it" feeling, or the "Get out of here!!" feeling.

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Thilaksha
Thilaksha - - 1,085 comments

Haha Busted! Hello from south Africa! I used to be on SAgamedev before it got nuked by some emo dude.

Anyway good luck mano! I'll keep an eye.

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helloserve Creator
helloserve - - 1 comments

Thanks man! Check out makegamessa.com, which is the new community site.

Reply Good karma+2 votes
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