Stingray Incursion

This was a serious and real attempt at making a game. I wanted to build something I wanted to play.

This project was built around the GameStudio / XNA framework provided by Microsoft for the PC & XBox 360, and featured a day/night cycle with a dynamic lighting system, a pseudo-arcade flight model and a tile-based procedural open world. It was ultimately abandoned with the discontinuation of XNA. Years later I experimented with porting this to MonoGame, and while completely feasible, a few breaking changes with regards to shader version and the content pipeline became aparent. The market for this genre or type of game has already been saturated with Cleared Hot and Thunder Helix, among others.

More information are in the (old) blogs below.

Gallery

xna-what-xna

XNA? What XNA?

2/3/2013

Microsoft announced that "... there are no plans for future versions of the XNA product."


michael-bay-ish

Michael Bay-ish

9/20/2012

As craptastic a title as that might be, stick with me because I think you might like what you're about to see.


Tweaks and Highlights

4/25/2012

My wife made a comment about how she struggles to distinguish the HUD from the background.


Scale Models

4/24/2012

More modelled content, but not everything's to scale.


Polish

4/14/2012

So with the submission deadline for Indie Cade coming closer, I've spent some time polishing up the game.


Normal Maps and Sculpting

3/28/2012

I remodelled the cliffs again.


More Visual updates

3/14/2012

In wrapping up preparation for my submission to IndieCade, I've spent some more time on visuals.


Quick Visual Update

3/12/2012

Not much to say in this update.


Animations

3/9/2012

Animations.


On the Up

2/22/2012

I'm in a better mood regarding the development this week.