Well, hello there. It's my turn to write the blog this week. So let me tell you of all the fun...
Pooling it, Like a Boss
This week has been all about the first Boss battle in the game...He's a mini-Boss but a boss nonetheless. I've coded this before but we've decided to change both the scene and how the battle works, so I decided to start completely from scratch and see if I can make the whole thing work better.
The Boss battle involves this little guy (first shown on 1st August, my how time flies)...
Well things have changed a little since then, the battle no longer takes place in the trees and has been moved to 3 columns. The demon has two different attacks (one's not technically an attack but bear with me), he can either throw a rock down at Evelyn or call in more demons, of which there are three.
For most of the week I've been working on getting the movement of the demon working properly. This involves getting the demon to jump through a portal and into the scene and then back out when he's moving to a new platform. One particular concern was that, in the old version, the demon would lose sync with everything going on. So he'd either jump into non-existent portal and then disappear which looks completely ridiculous and hilarious or he'd get stuck on the same branch constantly. The latter making him extremely easy to kill. So, as I've said I've been trying to get this working as well as humanly possible and it seems to be working extremely well at the moment.
The crawl animation for the demon isn't in yet but you get the idea.
I've also to do some object pooling for the Bosses and enemies. I've managed to do a quick and flexible object pooling script but I've to test it first before I can be 100% sure it's working correctly. The rest of my week will involve the 3 other demon types and testing the object pooling script for the enemies. Hopefully I'll have that done by Sunday.
That's me done until Sunday. Enjoy the rest of the week
Hello! Time for a midweek blog from me. Plenty of stuff happening at the moment LaptoppingThis week has been mostly about optimisation for us. We've been hard at work trying to get Reprieve to work on a laptop for future events and stuff to make it easier on us. Thought I'd got it all working last night but it turns out it didn't So far I've managed to reduce the draw calls from 4,000 to under 300 in one of the early scenes in the game by using mesh.combine which is pretty good but the gains on the laptop weren't great which means we've probably got to try a different angle of attack. The scene in question has the most meshes so far, as well as multiple materials. We're using that as a basis as it's the most heavy level. So testing that will be most of my week. I'll probably have a look at some examples to see where the best gains are to be had. Hopefully we can find a solution soon enough though Also later in the week I'm planning to do some more work on one of the early Boss battles to make it a little more robust and consistent because the first one was slightly easy to break. Damn You, Masterson!This week, or last technically, Adrian managed to get me to play League of Legends. It took over a year of near constant pestering but he managed it. Besides being absolutely useless at it, I've been enjoying it...when I'm not dead that is, which is a lot of the time. I've been playing most as Jinx with the odd attempts at other people but I keep going back to Jinx. We've been playing most against bots but I've tried against other people (hence the dying). We'll playing more over the rest of the week, no doubt. That's me until Sunday. See you then
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Dan's Dastardly DictionSo, I'll try keep this somewhat updated. If anyone reads this and has a question or whatever, just comment Archives
January 2016
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