I've been thinking a little more about the portal concept, and it seems a little more feasible. I'll see if I can work out a small demo. All I would really need to do to have 2 distinct areas is to design some sort of dome in the warp zone with a reverse sphere with a black texture and put a camera in there. The playfield would actually be on top of the warp zone.
Another puzzling thing that I found was that the ever ending terrain actually loops on it's edges. The way I figured I would do it is I would actually relocate the player if he crosses the terrain edge. Also, I'd repeat the terrain and everything that's on it on each sides to have In actual 9 times the same terrain (which shouldn't be hard as it's such a simple design). The player's radar is roughly the size of the terrain, so the illusion might work properly.
Since the saucers come from a white warp zone, I'd add some bloom effects to show the strong light when they warp in, probably with a nice flare to accompany the effect.
I think it's a good game concept to exploit some of these techniques. If I ever come up with something, I'll post some pictures.
:P
Another puzzling thing that I found was that the ever ending terrain actually loops on it's edges. The way I figured I would do it is I would actually relocate the player if he crosses the terrain edge. Also, I'd repeat the terrain and everything that's on it on each sides to have In actual 9 times the same terrain (which shouldn't be hard as it's such a simple design). The player's radar is roughly the size of the terrain, so the illusion might work properly.
Since the saucers come from a white warp zone, I'd add some bloom effects to show the strong light when they warp in, probably with a nice flare to accompany the effect.
I think it's a good game concept to exploit some of these techniques. If I ever come up with something, I'll post some pictures.
:P