Friday Update: Vegetation Optimization

Discussion in 'News' started by Kenzie, Oct 14, 2016.

  1. Kenzie

    Kenzie Administrator
    Developer Moderator

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    [​IMG]

    This was one of those behind the scenes weeks, i.e. lots of code changes but no visual changes.

    The main focus this week was optimization. We reduced the number of batches for the world vegetation (edge grass, flowers & clovers) from 3,600 down to around 300! We also spent some time optimizing our bug enemy, increasing the possibility of having more of them on screen at the same time.

    Something we haven't mentioned yet is that Time Warpers is actually built using 2 separate projects. The first project is our editor which contains the terrain and stamp tools that are used to create the world. The second project is where all the gameplay elements (AI, particles, physics, etc) are added. For the past few weeks we’ve just been working in the editor, so we spent some this week exporting all of that data and getting it into the gameplay project.

    The last part of the week was spent brainstorming on which gameplay experiment we want to try out first. Since we've got lots of potential gameplay ideas, our plan is to conduct several tests letting us narrow down which ideas work and which ones don't. The plan is to start those experiments next week.

    If you’re looking for something to keep you entertained until the next update, the Time Clickers Halloween Event starts tomorrow (October 15 - 31). Destroy the floating pumpkins to get bonus Gold, Time Cubes, Weapon Cubes & Maximum Damage!

     
  2. polandmatt

    polandmatt Spec Ops

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    Ooo looks awesome, READY FOR THE HALLOWEEN SPECIAL!
     
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  3. Vonbear

    Vonbear Spec Ops

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    Smashing them batches down :eek:
     
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