Background Engine Enhanced with Hyperspace and Chaos Modes

Today, I continued working heavily on the background features, implementing hyperspace and chaos-modes effectively with pretty minimal tweaking (and I feel great). I also added a programmable silhouette effect, which aims to make background asteroids less distracting.

I’m now working on adding the effects to the current game; I’ve been doing hyperspace for the powerup stages, but Carolyn finds it a bit distracting while playtesting.