Hordes of Monsters!

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