Continuing with my momentum, I've implemented a new mechanic based on some feedback I received. When the camera zooms in behind a player to shoot, it now shows a partially-transparent-targeting-indicator. It's now a little more obvious who you are aiming at, especially when there are a cluster of enemies close together.
I've also been working at creating more dynamic explosions. In Version 1.45 I had created a prefab that contained little blocks. When the prefab was hit, I'd basically pull down the wall and let the little blocks explode. While effective, I found that when I scaled up from a 10x10 level to a larger 30x30 tile level, that the prefabs and all those little blocks really hit the frame rate pretty hard.
To solve this, I wrote a little class that divides the parent object into a series of smaller cubes - created when I need them. Then instead of a million little cubes buried in my level, the cubes aren't created until they are needed.
Here is a sample before:
And after:
Next on the list is some timing and camera improvements.
I've also been working at creating more dynamic explosions. In Version 1.45 I had created a prefab that contained little blocks. When the prefab was hit, I'd basically pull down the wall and let the little blocks explode. While effective, I found that when I scaled up from a 10x10 level to a larger 30x30 tile level, that the prefabs and all those little blocks really hit the frame rate pretty hard.
To solve this, I wrote a little class that divides the parent object into a series of smaller cubes - created when I need them. Then instead of a million little cubes buried in my level, the cubes aren't created until they are needed.
Here is a sample before:
And after:
Next on the list is some timing and camera improvements.
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