As Ad Astra was to be developed solely by myself then the most precious resource was going to be time. To this end I employed a rigid set of timescales against each aspect of the game's development so that I could accurately gauge my progress. I determined that I couldn't afford to get bogged down perfecting any single aspect of the game and if promising results weren't yielded within days then the approach would be abandoned and a new strategy explored.

During the application's design many blind alleys were followed but a ruthless approach to culling these at any early stage ensured that wasted time was kept to a bare minimum.

This section of the Web Site gives a brief summary of games development, the problems encountered and how these were solved.