Friday 23 September 2016

Dev Log 23# - Major Performance Update

Here's a list of the things I've updated:
  1. Performance
    - Player Collision optimized
    - Crawler AI optimized
    There are currently no bottlenecks, or things that could potentially cause lag.
  2. Various Bugs
    - Somersault SFX to have delayed play when somersaulting from a run
  3. Player Updated:
    - Missile and Beam Trails added
    - Missile and Bomb Explosion animations updated
    - Missile and Bomb damage increase
    - Beam upgrades increase damage (Base damage has not changed)
    - Morph Mode roll animation speed increased
  4. Enemies Updated
    - All enemies except the Hive Mine got a health reduction
    - Hive Mine health slightly increased
    - Runak horizontal jump speed increased
  5. Size of Auto-Map reduced 
 Here are the newest builds of the NiTL Tech Demo:

64-Bit Windows Build,
32-Bit Windows Build,
32-Bit Mac Build
I've tested on two different machines (both Windows 8.1 64-bit):

Machine 1#: i5-6600, GTX 950, 1080p, 16GB RAM
Machine 2#: Celeron N2830, Integrated GPU, 768p, 2GB RAM

On both 1# and 2# I get no lag whatsoever.
Let me know what your specs are and if you get any lag.
Ideally machine 2# should always be able to get 60FPS, which is my aimed minimum requirements.

Lastly, I've applied for a stall at the Reboot InfoGamer 2016 Expo today, hopefully I'll get it.



Sunday 11 September 2016

Dev Log 22# - Demo Update

Hello ever/v/one,

Thanks to a lot of the feedback I received, both good and bad, I was able to improve the game and the tech demo with it.

Download links:
Windows 64-bit Build, Windows 32-bit Build, Mac 32-bit Build

Here's a list of the feedback I've addressed of tried to address:
  1. Physics
  2. Performance
  3. Map Design
  4. Controls
  5. Various bugs
  6. Base Run Speed 
I've increased the gravity and adjusted the jump strengths, partially optimized crawlers (for some reason they lag in one specific room so I removed them from there, and they only ever show up alone).

For the map design it's minor changes with big impacts, I lowered the platforms in the pit under the starting position and widened the gap. There was a turtle in a very narrow space that made wall-jumping near impossible, that enemy has been relocated. A certain wall that was partially fake is now entirely fake.

There are a bunch of other changes;
  1. Player Beams and Missiles travel faster
  2. Runak increased leap speed
  3. Crawler optimization
  4. Back-end change, optimized how scenes are loaded
  5. Beam/missile spawn closer to centre when aiming up
  6. Chain-jump re-use delay reduced, added fall speed condition 
I've tested on two different machines (both Windows 8.1 64-bit):

Machine 1#: i5-6600, GTX 950, 1080p, 16GB RAM
Machine 2#: Celeron N2830, Integrated GPU, 768p, 2GB RAM

On 1# I get no lag whatsoever, on 2# I get small amounts of only if a crawler is present.

Let me know what your specs are and if you get any lag.
Ideally machine 2# should always be able to get 60FPS, which is my aimed minimum requirements.