Looking for Wayne's Commercial SUNDOG project?
Visit Bruce Webster's Website

screenshot Gallery

Space battle with a pirate. The green line in the center of the screen is a marker intended for the developers - it will not be in the released version. The green boxes on the side indicate system status as well as function as buttons to turn on/off shields, decloaker, etc. The compass rose at the bottom is a touch pad for the Droid app, which replaces the mouse when steering the ship.
Navigation screen in the cockpit. We split the cockpit into an upper and lower half to optimize the game for handhelds. The player can quickly toggle between the two screens, and crucial combat controls and indicators are located on the upper half, meaning that during combat you will not have to flip to the lower screen.  The two smaller screens at the bottom of the main screen can be clicked to bring to the main screen for manipulation.
View outside of Sundog's cockpit, as seen from a landing spot. Eventually, a 3D modeled city will replace the red X on the ground.
View as the ship descends from orbit to land. The planets are rendered in 3D, and each planet has a unique texture that matches the topography of the planet's surface. So, should you decide to take a drive out of the city and sightsee around, what you see on the surface will match what you see from space.  
View of Sundog flying over the ocean and about to cross over a continent during a landing.
Interior of a bar. This is actually an older SD:R version of this classic Atari ST version bar - the current version of the game uses a recently updated graphic.
View of the Sundog's engineering bay for the Warp system.
The teleport terminal. Note that the terminal identifies the type of buildings, so you don't have to teleport yourself blindly to find what you are looking for.
Another view of a bar. And if you think this is a radical looking bar, just wait until you see some of the others in the game!

counter statistics