I would like some advice from some other 2D game designers about how to handle movement through game stages. I am making a simple vertical scrolling Shmup (Shoot’em up) game. Levels have both grounded enemy that should move at the same speed as the background and airborn enemies that normally stay on screen without much movement (move independently from the ground).
My question is, is it better or more effecient to make a full stage and have the camera scroll through it, or have the stage broken into and spawned as segments, scrolling them passed the camera while it and the player’s character remain relatively stationary?
I have seen the unity tutorial for shmups among others online and have been playing quite a few of them and I’m not sure which method is the best one to implement.