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No word about performance/stability issues? Great success!

About the bigger things here: The lag between inputs/movements is a structural issue that i bought into when i decided to mimic the Diablo 1 tile system. For now it was a very basic system that ensured no double occupation of a tile (for simplicity reasons) and no conflicts in managing animations/actions. It is indeed far from good though and probably a big reason why combat feels less fluid than it should be. Hitting someone else than you clicked is an example of a known (big) bug thats probably related to fireballs exploding but not dealing damage. These things are all higher up on the todo list.

Speaking of tiles/movement, tiles are made up of 4 smaller sprites and are 64x32 pixels big in total. A patch of flowers is a quarter of that and thus not a good measurement. Try the patches of dirt, those represent full tiles next to the grass. Because of that halved y-axis, movement on that axis covers less visual ground. Diagonal movement covers the most ground in that regard and seems the fastest because of that. I will look into it nonetheless, as i may have fooled myself and it needs revision anyways as part of the whole movement topic.

I remember someone giving me feedback last time, that on larger screens the scene caused performance issues, so i set a limit. Those black borders are a result of this. At the same time this was the first attempt at bringing "some" responsiveness for multiple screen sizes, which kinda failed in other regards. 

Fog of war and lighting is still an unresolved issue from last time. Also i didnt touch the minimap since, which is still very far from good. 

Thx for your feedback and thoughts

I mean, it felt laggy, but not in a FPSDrops or ConnectionProblems kind of Way, but unresponsive, so I attributed it to the Tiles and general unresponsiveness of the Systems, not to actual Performance Problems.