I was able to track back some orphaned nodes that weren't getting cleaned up when they should of been and fixed it. I additionally capped the FPS and removed assets from physics layers they didn't need to be on to reduce physics calculation overheads. I'm going to try and optimize the physics calculations for the enemy AI further and see if I can and make sure that off screen assets aren't being rendered to further help, after that all I can do is cap the spawn rates but it's designed to scale exponentially so that would be unfortunate to do.
admwx7
Creator of
Recent community posts
Not a bug, just being over ambitious. Initially I wasn't sure how I was going to add scaling but wanted to make a survivors-esq rogue-like so I decided that making the code as scalable and robust as I could, to help with future game jams, was going to be my goal. Later I came up with a scaling mechanic I liked and worked that into the weapon system I had built out. In the end the systems cost me time for this game jam but the infrastructure code for injecting weapons, enemies, and UIs will save me a lot time down the road. Music and SFX were the things I really wanted to include as part of this that I just couldn't get to in the time allotted but I mocked together the UI so I could wire it up easily later when I was working on the UIs.
Now that the jam is over I'm doing some performance passes today then I'll introduce the logic behind those menus and find some music just so I have the infrastructure and some experience before my next game jam.
I tried doing a partial opacity but it seems my sprites only had 0 or 100% as options and I didn't have time to come up with some nice looking pre-spawn animations. This was to give the player a chance to move before an enemy was suddenly inside of them dealing damage. I thought this worked better than a deadzone around the player for spawning, I think I'll swap it to some kind of indicator that's not the enemy sprite (likely in red) as a warning.
I got a report of this from a friend as well, they traced it back to having Graphics Acceleration enabled in chrome, disabling this setting fixed the issue for them (they also had <10% CPU/GPU while having performance issues). The downloaded version hasn't had that same issue reported so AFAIK it's just a chrome build issue.
Thanks though!