Project Conception, Architecture, and Core Loop FrameworkToday marked the formal kick-off and architectural foundation for Beyond Space, an ambitious multi-difficulty arcade collection built entirely within a single, highly structured Godot 4 script. The primary objective of this initial phase was to establish a robust, modular, and state-driven architecture capable of seamlessly switching between distinct gameplay modes while maintaining unified styling, persistent high score tracking, and responsive cross-platform input handling.We established the central Node2D foundation anchored to a fixed virtual resolution of 1280x720 pixels to ensure consistent scaling across displays. By systematically overriding Godot’s core _process and _unhandled_input notification methods, the main script dynamically routes game execution states through a clean state machine covering the main menu, level selection, difficulty selection, interactive briefing screens, active minigames, and customized win or loss conditions. To give the application an atmospheric and immersive space aesthetic right from launch without relying on external image assets or heavy texture files, a procedural starfield background generation routine was programmed directly into draw_background(), scattering stars of varying sizes and opacities across the canvas during every redraw cycle.Devlog 2: User
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