April 12

Couldn’t do much since I had a medical appointment (every tuesday, in fact).

I did finish what I set out to do which was a sketch for the next level. Then some rudimentary menus to customize resolution since I have to test the game in other hardware to make sure it runs alright.

I have a laptop; a razer one from like 2017-ish. It’s pretty good and I recently swapped the battery, as the old one died and almost exploded (real). It’s not for gaming – despite the razer brand, so it’s a good gauge for how well the game is running.

We had a bit of a scare when I saw the game running at like 8 fps on that cpu and I was wondering what the hell was going on. Turns out it was running at 4k! The monitor is 4k, and Unity defaults to full screen at the native resolution. Tested again with 1080 and 720 res and it runs flawlessly.

Thing is, it should be optimized enough to run on a 2017 laptop at 4k. It’s a ps1-inspired game after all, right? Gotta look into that.

There’s a lot to improve when it comes to performance, but a lot of it also has to come once the levels are finalized and polished. I’ll need to list which items can be static batched, same with materials where some need specific values and tags depending on the mesh complexity, and a hefty etc. – can’t do that if every asset is a probuilder placeholder.

Newprogrammer wrapped up the first part of the new checkpoint and save systems, next is to polish some of the enemy behavior, then shops.