For the whole last month I worked on [b]refactoring [/b]code and [b]performance optimization[/b].
[img]{STEAM_CLAN_IMAGE}/43553182/ffbb0fb88d12dbebf58e824ff328d90f7209b7de.gif[/img]
While not as interesting as new content, the results are [b]crazy[/b]:
[list]
[*] [b]Monster performance is 300% better[/b]! A screen full of monsters ran at unstable 20FPS before. Now it runs stable at over 60FPS.
[*] [b]Projectiles [/b]were also improved. Before each behavior of a projectile was a component with a lot of overhead, now they are all just part of one component that handles them.
[*] Creating and destroying things takes a lot of time. So now all monsters, projectiles and effects are kept in memory and get reused instead. That makes the game [b]more stable[/b].
[/list]
That all is not only very cool for the future, but its also important now. When I plan the balance and design the endgame I don't have to hold back.
- Feryaz
[h2]Changelog[/h2]
[b]Steam Demo Build 104[/b]
- Greatly improved monster performance (~300%)
- Reworked how projectiles are build to increase performance
- Projectiles, objects and monsters are kept in memory and get reused
- Optimized multiple animations to reduce filesize and memory usage
- Status effect pools are created dynamically on need
- Removed a lot of garbage creation
- Switched to a tweening library without garbage allocation
- Improved pathing performance
- Paths and free deposit spots get cached
- Roads can be built while paused
- Zoom level affects how far sounds can be heard
- Mio runs faster after being pet
- Reduced how fast animals run after getting hit
- Reworked Lizard
- Fixed status immunities
- Fixed heroes being transparent at wrong times
- Fixed Dryad's secondary applying every 0.5s