Stingray Incursion

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

During the hey-day of the XBox 360, when indie games were in the midst of it's first renaissance, I set about to make a game that was a mix between casual controller-based gameplay and involved systems and simulation. That game was called Stingray Incursion. You pilot a helicopter through a procedurally generated world serving as the backdrop for a fixed story pivoting around fixed set-pieces. (Bonus: it was set in the same universe as my old web comic Freight, which no longer exists).

In 2012 I was still pretty young and enthusiastic, and I felt that I'd rather embark on the challenge of dealing with the low-level stuff myself. XNA provided the necessary Direct-X interfaces in the language that I love, C#. It wouldn't be the first time that I built low-level graphics pipelines and an asset engines. At university I worked on a pool-table simulation in Visual C++ and Direct-X 7. The game quicly took shape, I put down the main control systems, the HUD, a full day and night cycle, I built rudimentary AI and a few classes of enemies and it was a blast. And then Microsoft pulled the plug on XNA and their C# support for their Direct-X suite.

I never fully recovered from the deprecation of the Game Studio SDK, and with it, the termination of my hard work of several years. I'm still immensily proud of what I had built though, but unfortunately (because of the Game Studio dependency) all I have to show for it these days is a pretty low-quality gameplay video, a few sceenshots, and a series of development blog posts.

XNA? What XNA?

2/3/2013

Microsoft announced that ".

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.

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