I should make devlogs!


Today I did a ton of stuff, and I've kept people up to date on that through messages and whatnot (largely one sided conversations), and I should probably be writing all that kind of stuff in a devlog! The game isn't actually public right now, its still very early, but maybe some curious soul in the future will come and check it out.

Today I did a lot of fixing, refining, and optimizing. The game was initially 44MB's but its down to 18. It runs much better, as I've capped most textures at 512x512, and Its rendering everything at half resolution and upscaling it now. Originally, the game used URP forward+. But a graphics bug is present in unity with forward and forward+ and webgl on M1 macs so I've had to switch the project over to Deferred rendering so that I can actually test the game after building it.

I made AI a lot smarter today, they'll get involved when their friends enter combat, instead of just minding their own business. and walking along like their pal didn't just get shot in the face. lots of other tiny things that probably aren't worth mentioning, like offsetting their first shot, so when aggroed, they dont all immediately shoot into the ground at the same time, player health regen adjustments, hopefully fixed the problem where lasers would pass sometimes through heads without killing npcs, minor level changes, and, last but not least. I added a level timer, so you can see how long it took you to clear the level.

There's nothing wrong with taking your time mind you, but for speedy boyz, we gots what you want. My personal best on this current level iteration is 17.5 seconds! I guess if this level doesn't make it into the finished game, that wont be impressive, but I estimate a regular person who hasn't play tested it a hundred times, and completely understands all the system should complete it in 30-60 seconds on their first try if they're of average FPS skill.


edit: and a quick note for myself in the morning. The next thing I work on should probably be a main menu, and player preferences. Mouse sensitivity is fine in the editor, but insanely fast in the browser for some reason, so the ability to adjust that would be nice. I'm also sure some people will want to have different FOV's and the ability to turn on/off music (once there is music) 

once I add a main menu, it'll probably feel right to start making real levels.

Files

Negotiator alpha.zip Play in browser
Jun 11, 2023

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