Covert Cosmos

Controls
The controls for Covert Cosmos went through several redesigns. Originally, the game was going to be full 3D movement, but in order to solve some design problems, this was changed to control setting constrained to a 2D plane. The final controls are heavily inspired by the classic game Asteroids, but includes camera controls.All of these control schemes are based on my own design and programmed by me.

AI and Pathfinding
The AI in Covert Cosmos is physics-based, and AI drifting out of the built-in navmesh can cause issues of the AI getting lost. To solve this problem I programmed a rudimentary A* Pathfinding system in C++ that has the control we needed to allow for cases where the AI drifts out of the grid. The AI uses a spline patrol path and has a simple detection system.
