| Development Process - Movement After research has been completed and all systems were outlined the in-engine development has begun. First of all, the controls needed to be implemented in a way similar to Gyruss. This meant that the 8-way stick had to be simulated. To achieve that, snap points were implemented every 45 degrees. This worked well with a gamepad but did not translate well to keyboard. |
| Development Process - Combat Enemies were implemented by using splines and having sprites follow them in patterns that resemble those from Gyruss. Two different approaches were taken to achieve an effect of 2D ships flying away in a 3D space. The first method was to make a spline that would physically move enemies forward and backward. The second method was to scale ships based on where they are on the spline. Ultimately, the second approach was chosen to simplify the splines. |