Hopefully I can make it a bit more immediately accessible - the problem with Riesling is that people don't neccessarily realise that the nearest background layer provides the crucial visual cues to show how fast your ship is moving. I think it would have worked better from a gameplay perspective to have a single background layer which fills the screen so the neccessary visual feedback would be more apparent.
Anyways, I've made a start on the basic "engine" - it'll be made in
PureBasic, but I'm using IDirect3DDevice7::DrawPrimitive() directly with an array of D3DTLVERTEX instead of relying on PureBasic's built in sprite functions (if you're familiar with Blitz3D this is basically for the same performace reasons as using a "single-surface" sprite system)