> Radius is intended to be a tribute to the classic 2D shooter games. Unlike the games it pays homage to, however, Radius uses a mixture of 2D sprites as well as 3D graphics to create its user experience. This app was started as a class project for my advanced graphics class and was continued the following semester as a game development class project. In that second semester, I served as team leader and head programmer for a group of eight programmers and artists.
> Although its name is derived from that of the popular NES game Gradius, Radius is anything but a clone. Its unique power distribution system lets the players reconfigure their weapon systems at the touch of a button, enabling the player to adapt quickly to changing game conditions. Radius uses many programming and graphical techniques such as OBJ 3D model loading, stencil buffering, particle systems, and the use of a power physics engine. It also features advanced scripting systems for handling game events and enemy behavior. >
> The improvements which Radius underwent in its second semester cannont be understated. It was transformed, from the silent game featured to the right, into a professional-looking program featuring all the basic elements of a full game, including an introductory "story" scene, multiple levels, stereo sound, and a dynamic camera. >