Quackers !
Time for another quick update on what's been going on this last week of development:
removed content:
- I've removed the "wind strength" setting since it doesn't impact performance as much as I previously thought if at all. By setting it to zero the scenery (grass, leafs, flags, etc...) would stop swaying back and forth and therefore wouldn't need to be updated every frame unless maybe the map was being rotated. Turns out this had a minimal impact on performances at the cost of decreasing visibility by cluttering the screen with yet another useless setting option.
added content
- add a dedicated setting to differentiate between the game's speed and the snake's speed which I think is useful when a performance bottleneck is reached and the only way to speed up the game is not by decreasing the duration of each clock cycle but the number of updates between those cycles
- add BIRCH scenery to diversify the types of trees
update:
- add the ability to give the buttons rounded corners to make the UI more appealing and less angular
- update Oak and Pine models to make branches thinner which makes em look less cartoonish
- update control switching icon to make it more intuitive to the user
- remove lower zoom levels since there's practically no use for them
- update WOODS to include birch trees
- turn the SHADOWS setting into a boolean and increase performances when it's turned off
- update GRAVEYARD map to remove that one GODDAMN pothole
bugfix:
- oak branch clips into the trunk
- if some players slots are available, don't boot out bots when adding players
- multiple players can lose on the same turn (take into account for replay purposes)
- record queued directions for replay purposes because confused item reverses directions
- wrong command prompt: "play" instead of "pause"
- dialog window not popping up when erasing/scaling up/scaling down terrain and scenery in edition mode"
code quality
- code factorization to avoid repeating boilerplate code
- calculate bundled shapes height automatically