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<p>The game features multiple backgrounds that, along with the segments of the circle, are procedurally generated meshes. This allowed the colours to be changed constantly but keeping batching intact to maintain efficiency. It also benefited in allowing the segments to be sized perfectly. Another result of this is that each segment is actually multiple parts that can be accurately resized, along with the glow that shows when they are filling up.&nbsp;</p> <p>The background patterns change with each difficulty level, either shape and colour or just colour. They are governed by functions, allowing them to be changed easily.</p>

<p>The game features multiple backgrounds that, along with the segments of the circle, are procedurally generated meshes. This allowed the colours to be changed constantly but keeping batching intact to maintain efficiency. It also benefited in allowing the segments to be sized perfectly. Another result of this is that each segment is actually multiple parts that can be accurately resized, along with the glow that shows when they are filling up.&nbsp;</p>
<p>The background patterns change with each difficulty level, either shape and colour or just colour. They are governed by functions, allowing them to be changed easily.</p>
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<p>In this page sample, Hellboy (Mike Mignola's creation for Dark Horse Comics) fights a giant monster while communicating with his partners Abe Sapien and Liz Sherman. Although our paranormal investigator seems to be having a rough time, he is not one to easily back down.</p>

<p>In this page sample, Hellboy (Mike Mignola's creation for Dark Horse Comics) fights a giant monster while communicating with his partners Abe Sapien and Liz Sherman. Although our paranormal investigator seems to be having a rough time, he is not one to easily back down.</p>
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