Main Goal: Optimization
Over a week ago, I realized just how badly optimized the battle system was. Despite having a good GPU to work with, it took a solid 5 seconds to load it up... after pressing the Start button on the title screen! It was a wake-up call I sorely needed... Now, optimizing the batsys is at the top of my to-do list. This means that depending on how long that takes, I won't have anything fancy to show to the public for a while ^^;
As for how to go about the optimization... Among other things, I've been experimenting with having the following:
- A base battle scene separate from the environments, sets of enemies, and Summon anims
- Said scene loaded asynchronously during the pre-title screen
- The environment and enemy-sets loaded in asynchronously when a battle starts, and unloaded while transitioning back to the overworld
Things are going pretty good so far. This whole process will be another part of the learning experience I call Trigram Islands. Here's hoping I learn a lot before the end of the next week!
Get Trigram Islands
Trigram Islands
Golden-Sun-Esque JRPG
Status | Released |
Author | CG-Tespy |
Genre | Role Playing |
Tags | 3D, Anime, JRPG, Short, Turn-based, Unity |
More posts
- Initial Release (10-2024 W3)57 days ago
- Downscoping And The Initial Release (10-2024 W2)63 days ago
- Story Time: Damage Calcs (09-2024 W2)90 days ago
- More BatSys and Overworld Integration (09-2024 W1)96 days ago
- Setbacks And Redos And Title Sequences, Oh My! (09-2024 W0)Sep 02, 2024
- Audio Sys Ready (08-2024 W4)Aug 25, 2024
- Audio Sys Looping (08-2024 W3)Aug 16, 2024
- Audio-Management & Title Screen Progress (08-2024 W2)Aug 11, 2024
- UI Progress (08-2024 W1)Aug 04, 2024
- Coming off Hiatus (07-2024 W4)Jul 28, 2024
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