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Post by Roxas4522 on Jun 10, 2014 4:16:20 GMT
Free cake slice for everyone yes this was my real cake
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Post by Joseph on Jun 10, 2014 4:25:23 GMT
Free cake slice for everyone yes this was my real cake Ah Silence of The Lambs, that's awesome lol. Happy birthday
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Akababa
Soft-Shelled Crab
Posts: 19
FO Level Status: Rebirth
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Post by Akababa on Jun 10, 2014 4:51:55 GMT
So this last week I added pathfinding to the game. But there is a problem. I've said before (and it can be seen in the videos) that the map loads in chunks. The chunks are 25x25 tiles in size. As you walk along, on each frame, it calculates what chunks should be within roughly 1.5x the game resolution. Any chunk within that box, if it hasn't been drawn already, it draws it. Any chunks outside of that range, it removes them. The problem I'm having is that when the chunks are drawn there is a stutter in framerate. I'm still tracking it down a little, but here is where I am. The map files. So for each 25x25 tile chunk, there is a separate JSON file. When it draws a chunk, it reads the file, builds an object from the JSON (parses) and iterates over the layers to draw the tiles in the right position. Previously I didn't have a problem, but I just added a new layer. The collision layer. I didn't have a problem before, simply because there was only 1 layer (it supports multiple, but for my demo there was only 1 in the JSON file). Now there is a second layer in the JSON, collision. Doing some simple profiling, I'm seeing roughly 50-80ms per chunk loaded. At any time there are around 12 chunks loaded (4x3 chunks). As you walk in a direction, it can draw 3-4 chunks at a time. So 80ms * 4 chunks is 320ms. Not much, but it is noticeable when it all has to happen in the time of a single frame. So to fix it I can think of 3 ways that Unity will support. 1) Find a way to load the JSON faster (unlikely). 2) Pre-load all the json (uses more memory, but maybe not bad) . Or 3) find a way to split the loading up over a few frames to prevent the stutter (possible, but a little more complicated). So trying to get this down to a reasonable level is my goal for the next week in addition to below. Is there any format that could be loaded faster than JSON? (like just pure data?) Or does Unity force you to use JSON
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Post by iamallama on Jun 10, 2014 5:30:12 GMT
Unity uses C#. I'm using JSON because that is what I am used to and comfortable with. The map editor (Tiled) also supports exporting in JSON and it is easy to load/edit in pretty much every language out there. I'm looking into switching into a different format right now, something just simpler.
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Post by fysicsteachr on Jun 10, 2014 6:25:47 GMT
I am really afraid of this.
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Post by iamallama on Jun 10, 2014 8:36:03 GMT
honestly, I would like to keep the combat as simple as possible. Maybe a little more than what FO had, but not by much.
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Post by Der Zerknitterer on Jun 10, 2014 11:51:07 GMT
honestly, I would like to keep the combat as simple as possible. Maybe a little more than what FO had, but not by much. Yes please!
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noobgod
Rock Crab
noobgod
Posts: 61
FO Level Status: Non-Rebirth
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Post by noobgod on Jun 10, 2014 13:14:51 GMT
Perfect circle, gratz monster
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Post by Archangel on Jun 10, 2014 15:10:10 GMT
In terms of combat, I still want to see monsters that have more value than others.
Grinding was... peaceful.
But also have it entertaining so when you face the "meh" monsters you're not bored.
Maybe...
Animations?
Just want to see it so you actually have to be there. Maybe give enemies status effects, or actually, have them use that mana bar instead of it being 0 all the time.
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Post by iamallama on Jun 10, 2014 16:00:24 GMT
yes. I plan on having bosses and elites. And they will have the same base spritesheet that players have. So for example, if they are melee, they will have a melee animation.
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Post by Joseph on Jun 10, 2014 16:02:51 GMT
In terms of combat, I still want to see monsters that have more value than others. Grinding was... peaceful. But also have it entertaining so when you face the "meh" monsters you're not bored. Maybe... Animations? Just want to see it so you actually have to be there. Maybe give enemies status effects, or actually, have them use that mana bar instead of it being 0 all the time. I don't think enemies should use mana, unless it is a skilled boss who seems like he has the knowledge of actually using skills. I can't really imagine killing several enemies who can use extra skills to kill you unless they are maybe passive skills. The enemies having animations would definitely be nice a nice touch, that way it is noticeable when they are doing damage and seems to make more sense. Enemy's doing like elemental damage would be cool, like if an enemy hit you with their normal attack and it caused you to take fire damage if they were a fire type enemy. Or if a monster with claws swiped at you and caused you to bleed a little bit. Also a very tanky type enemy having a shield or extra armor, or taking less damage from physical attacks.
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Post by iamallama on Jun 10, 2014 16:51:28 GMT
That is the direction I would like to see combat go. It really shouldn't be much harder than right click to start an attack. Staying alive is where the skill comes in. Freeing you up to move around, cast spells, use skills or items is where your focus should be.
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Post by Joseph on Jun 10, 2014 17:36:59 GMT
That is the direction I would like to see combat go. It really shouldn't be much harder than right click to start an attack. Staying alive is where the skill comes in. Freeing you up to move around, cast spells, use skills or items is where your focus should be. So combat will be moving around and avoiding enemy attacks? That's realistic, much better than being rooted and forced to take damage. :] If I understood correctly, it would be like an action role playing game?
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Bard
Rock Crab
Playing a Tune
Posts: 56
FO Level Status: Rebirth
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Post by Bard on Jun 10, 2014 18:57:54 GMT
Good update, guys.
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Alteria
Rock Crab
Posts: 64
FO Level Status: Ascended
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Post by Alteria on Jun 10, 2014 20:19:10 GMT
It's already been 5 months since the development began, good job guys
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