One More Day - Performance Updates
So it’s been a while since my last blog update on One More Day but recently I had a look to see if I could do anything with improving the performance of the game. As it turns out there were still some optimisations to be made that have helped boost performance.
V0.1.6 on the Game Launcher
Here are the main performance related changes I’ve made which were recently published to the Game Launcher:
I changed some of the furniture models to lower pol
It’s been a while since my last blog post and since then I haven’t had the chance to put in as much game dev time as I'd have liked. But in the last week or so I have made some more progress.
So what’s new..
Mostly I’ve been continuing work on the map adding more buildings, areas and objects from the workshop to make the town more visually interesting and give more areas for the player to explore. I would say I’m probably over 50% of the way now from where I would consider it to be a dec
Since my last blog update I’ve spent the majority of my game dev time working on my map and in particular the buildings. When I say buildings I mostly mean one in particular which is a house that I’ve been working on for a good while now. The house initially started out as 100% csg but after memory issues in the editor and feedback and advice on the forum I decided to re-do parts of the house as models. This meant I had to use blender more than I would have liked but the good thing is I think I
Uploaded a quick video showing some new features and functionality in my game inventory system.
Here is a brief outline..
+ New post effect for when player is sick
+ Inventory now scales and positions based on screen resolution
+ Inventory now clearer to see in dark areas
+ Inventory tooltips made neater
+ Items can now be used on other items eg. batteries -> torch, ammo -> gun
+ Integration of default weapon/ammo system with Inventory
So I have already put in a few too many late nights since getting Leadwerks and meanwhile having a good time learning, planning and game making. At this early stage it’s fun and addictive which is always a good sign, or maybe not if my sleep suffers. Anyway I now have an inventory system in-game with no small thanks to the project saturn tutorials on youtube. A big thank you to Jorn for these informative tutorials. I’m still trying to get my head around all the cross references in lua code lik
So I have decided to do a progress blog on a game that I am just starting. I have only had Leadwerks about a week so I have not done much yet other than read and watch tutorials and experiment and this will of course continue as I try to put the game together.
Here is an overview of what the game will be like:
The game will be a survival game somewhat like Dayz and the likes but it will be single player only. I know that’s not very original these days but I figure/hope it is doable for m