What there is so far:
- Memory is pre-allocated
- Anything that goes offscreen is destroyed (with a threshold beyond a sprite length to avoid sprites disappearing onscreen)
- Score is accomplished with chip points, base point value, grazing enemies with your bullets, getting grazed by enemy bullets
- Paths for enemies are defined as chained line segments relative to an initial absolute position, which enemies traverse at their own speed. If they get to the end of the path and they're still onscreen, disappear
- Paths for bullets are defined as a current position, direction and speed. In this way curved trajectories should be easy to implement. Keep going until offscreen
- There's no bullet-pattern logic. Enemies (and you) have turrets, which spawn certain bullet types in certain directions at certain rates.
- Shitty procedural background or repeating image
- Vertical orientation
- Resolution is the same as game logic, at present 960x960 but only because it's convenient for testing
- Keyboard input: up down left right z/y
- Turret types other than fixed direction to accomplish things like: lock-on, sine wave bullet patterns etc
- Currently it's like enemies are always holding z, implement enemy fire patterns (or maybe do direct bullet patterns)
- Curved bullet trajectories