At the beginning of the summer I decided to re-reimplement Phalanx, both to resolve some code architecture problems and to practice some 3D modeling. Since then I’ve been working on it part-time, investing a few hours into the game each week when not on other projects.
I’m broadly pleased with how things are coming along, but have found the camera to be a real struggle. At high angles the game loses a lot of visceral appeal; too low and it’s impossible to take in the playing field. The camera angle you see here is a functional, but unexciting, compromise.
Currently Phalanx‘s new incarnation is to be released at the end of August, with an appearance on the arcade cabinets at the NYU Game Center. In the service of that goal, it’s time to go back to the grindstone . . . .