Done and done again

I’m not sure how to feel going over the stage again and again, but I guess this is my test as a developer. This is my first time at it so I need to expect I will do it over and over again until I get it just right. I continued to work on the optimization, checking the cpu profiler, unfortunately it’s harder to understand it. But I know where the game pauses or has hitches. It tends to lag when it does complicated events for the first time such as whipping an object or inspecting it. Besides that there seems to be no other issues. I can continue to look into how to simplify some of the logic on the blueprint side that may help ease the calculation.

For the stage I changed the lights again and made sure most of the objects had simplified textures, it does look much better and now it has that “indie” aesthetic. The fog was covering a lot of holes and scattering a lot of light so I have to study how to do interior lighting better, but it’s nice to have some darker spots than others. I also converted the models in each room into their own individual room piles. This should make it easier when the game “draws” stuff since it’s calling one “object” instead of several individual ones. It’s very cool to see the pile of the room in 3D space too.

There’s the lighting I have to address as soon as possible because it is way too dark. Then after that I need to work on the boss again because it may be way harder than I want it to be ever since I added the new attacks. But I like the way the appearance of the game is going. Not sure how to create better textures besides flat colors but that is something I will probably eventually learn.

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