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Demo is Beyond broken and dont even work.

A topic by AnimeEDM created Jul 06, 2024 Views: 280 Replies: 3
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DEMO. wich when i launch my PC turns into a Jet engine! 

i9 processor, RTX3080 64gb ram. 

and when going across the bridge where you start the game crashes. every time.

ive mentioned this issue before. and seeminly nothing has changed. 

Developer

There's a new demo coming out on monday which has had tons of optimisation and fixes.
I don't think I've seen the crash from just going over the bridge yet.

We've been doing a lot of fixes for all the issues we've seen so far and think we've got most of them.

The Player Character has been rebuilt from the ground up, NPCs rebuilt, wolves and random Enemies rebuilt. Dialog system has had some work done to try and resolve that, but will probably rebuild that if it keeps causing issues. 4k textures have been removed. A big cause of RAM usage was characters holding other characters in memory. Most of that should now be fixed and only referencing characters when needed.

My hope is that the bulk of the issues have been fixed. The next update has been released on Patreon and as Early Access for almost a week now and there's been surprisingly few bug reports, and none so far for the recurring problems.

And rest assured, my GPU goes off like a jet engine as well, but I think that's because it's on its last legs anyway. I'm trying to find ways to optimise and stop mine doing it as well.

my gpu is is around 1 year old. i just think its just very very unoptimized. i will give the new demo a try to see if its playable.

Developer

It should be out sometime tomorrow unless you're a Patreon/ Subscribestar member, in which case you should have access.

The main problem is I went into this project as a gamedev beginner, and as time goes by I have learned that the things I learnt from the start were mostly incorrect and laggy as fuck. So a lot of work is going in to repairing this and making stuff work right.

For example, when I learned how to build the characters, if you want an NPC to talk to the player, it needs to know who the player is. All the learning tools say to Cast to Player Character and store that in the NPC, so they can always interact with you.

The issue is that doing a Cast stores the player in Memory, as well as everything the player Casts to as well giving you a huge chain of things in memory. Add in that only interactable NPCs need to know who you are, and this gets messy and laggy.

The real answer is using Interfaces. So when you interact, it checks if the thing being interacted with implements that specific interface then uses it to get only the information needed when it is needed. No huge memory stack. This mess wasn't made intentionally, it's just how the lessons I used say it should be done. Then I learned about interfaces and have been using it to pack everything into them to cut memory usage. Any place something casts to another thing, I'm doing my best to remove it where practical, or if its an external calculation or process, then it's getting internalised into the character.

Another one is cutting the number of characters. There was a Male NPC, Female NPC, Male Rnd Enemy, Female Rnd Enemy, Male PC, Female PC, Male Wolf and Female Wolf. By optimising how they work, we now have Player, NPC, Enemy, and it sorts out gender and variations internally.

Believe me, we've been working so hard for months to get this whole thing working better.