Little yellow chevron has gone even madder!
It's getting a bit more shooty now, what with explosions and the like. The explosions are a fairly major game mechanic, as nature equipped your little yellow chevron with a rather puny little peashooter: thus you have to shoot the little red chevron drones and turn them into mines (the little coloured triangular chaps), which you can then shoot to cause all sorts of gnarly chain reactions. That can get you into trouble though, as they also push away anything outside their shock radius, so it's quite possible that you'll send a load of mines in your own direction, and as they auto-explode after a certain (more or less random) time interval, with no visual warning...
The walls fade in and out in sequence, and we now have pods and swarmers in a rather defenderish manner (there's a pod at the bottom left of the screeny, swarmers are an utter cunt to shoot as they try to dodge bullets), plus almost indestructible tanks (they are bomb proof, and indestructible whilst moving - they go pick up mines and then sit still to target you; once you're locked they fire a stream of guided missiles at you, but while they are doing that, they are shootable).
I'm not sure whether to go for a "seamless" approach a la grid/geometry wars, or "staged" as per roby (although I favour the latter)
What else? Solid 60fps on my mac mini and only using 15-20% of available per-frame time at the moment, with a couple of hundred objects on screen, and none of the drawing has been optimised yet. The only sine and cosine calculations in the whole thing are to calculate the explosion radii, and to draw the explosions / pods :)
Needs some better graphics, some sounds, some more enemy types, and a bit of tweaking before I release a beta
Simon
