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(+1)

We don't really know how and why the furniture is impacting the performance so much even when it is not being rendered, but until we manage to figure out this problem we can't add more. We are sure they are the problem because we tested with them on and off, maybe if we switch them all to use the same system the buildable parts use, which is based on Unity ECS, but this takes time.

I will switch around some priorities and redo the town texturing this month, I really wanted to leave this for later when we had more features, but this is too much of a common complaint.

The new quests give a lot of money btw, we rebalanced food prices to make it consistent with the amount you are paid for the quests, fishing quests are the most profitable.

We could tweak the interaction range, we wanted to make a system that detects rooms and let you access anything on the room from anywhere inside the same room, but it will take time.

I will check the stamina regen, maybe there is a bug, with full nutrients you are supposed to get a full restore with 8 hour sleep

When we redo the cooking we will also add an option to hide most stuff and add more Stars and simplified graphics, the cooking system was our biggest failure, but remaking the UI and all the functionality will take at least 2 months since it is linked to so many other systems.

(+1)

Again, the cooking System itself is nice, its just overloaded with Information, and the Nutrition Stuff is in my Opinion rather dumb. But not the cooking itself.
As a hacky example, you could just give all Things the same Nutritional Value for all Alpha to Zeta Things, and then hide their Display in the UI. Should require little work, and keep the cooking System as it is basically intact. Then its all about the Presentation really, so you don't have various Graphs for the Flavors, and all that many Numbers that makes it look like a Spreadsheet, but a more game-y and comfy looking Interface. 

As for Interaction, I think you're probably tracing a line from the Camera to the Crosshair anyway, if you'd just reduce the Distance a bit, and have it check for no collision, you should be fine. That way you can't interact with Things through Walls, and not over 20-30m. But I don't know how easy this is in Unity.

I just quickly googled it, and I know not enough about Unity, but did you mark the Meshes as static? Are you batching and reusing your Materials properly? Is your Shader for generic fully opaque Meshes complex at all? Sorry, probably not very helpful, but from what I gather Unity should be able to easily handle thousands of static Meshes, so the Error must lie somewhere else in there, thats just tied more secondarily to the Meshes themselves.