The Fall of the Dungeon Guardians
  • Home
    • Home
    • Post List
  • Buy the Game
  • About
    • About
    • Reviews
    • Gallery
    • Video
    • FAQ / Troubleshooting
    • Recommended Computer Specifications
    • Download Press Kit (PR / Screenshots / Logos)
  • Contact
  • Forum
  • Mana Games

3rd Weekly Update : Unity Roadblocks & Beta Testing

Posted on December 8, 2014 by manutoo
Hopefully Temporally Loading Screen

Hopefully Temporally Loading Screen

Already the 3rd Weekly Update !

Unity Roadblocks

So last week was spent on testing & tuning everything to build up the 2nd Beta of the game.

I quickly ran into a couple of roadblocks brought by Unity.

Unity is the game engine I’m using to create The Fall of the Dungeon Guardians. It’s a great engine at 80%, an ok engine at 15%, and the last 5% are “what the heck is that?!?”. So last week, a lot of my time has been wasted on the last 5%. Mainly, I ran into a limit that makes it impossible to have the whole dungeon active at the same time. I still can load it all in memory, but I have to activate only one part at once. Moreover, activating/deactivating parts is slow like hell.

So far, it was working ok, except for my save/load system, so I was forced to put a temporary loading where stuff is activated/deactivated till everything is ready for play & available for save. So now, the game takes nearly 20 seconds to load on my PC, instead of less than 5 seconds.

The good news is that Unity 5 should be released before Dungeon Guardians, and it’ll remove the limit that gave me headaches last week, which means I should be able to update and get back to a fast load time (else, we’ll get near of 1 minute when all the 20 levels will be there).

The other roadblock1 I hit is that there’s no automatic way to save/load the current state of animation of the new Unity animation system. In Beta 1, I was still using the old one, but I partly moved the dungeon creatures to the new one as it offers some interesting features (mainly: reusing animations on different creatures). Anyway, I had to find some ruse to make the save/load work for it, and it ate some of my time as well.

 

Beta Testing

It’s official, Beta testing my levels take me much more time than planned, almost 1 full day of work per level, while playing normally requires around 1 hour per level. There’s always stuff to fix, small bugs, tuning to do, and boss fight to balance, so all in all, it’s pretty slow.

Moreover, I changed a bit the save/load system, so I had to restart a playthrough from the 1st level. Fortunately, the tuning needed for the 1st 4 levels wasn’t too big, as they didn’t suffer much from the changes since the 1st Beta.

 

Anyway, Beta 2 is all done and the result is pretty nice ! There are 8 levels now, and our party Toons get enough abilities & talents to make the gameplay feels more or less complete, so it’s getting pretty close of the final result (although there’s still a ton of new abilities & talents coming in next Betas, so the game will still get better!).

See you in next post for more details & screenshots about the Beta 2 as a whole !


  1. more of an hiccup actually ↩

FacebookTwitterGoogle+RedditEmailShare
Posted in Development Diary, Weekly Update | 1 Comment
« 2nd Weekly Update : Talent System Tuning
Beta 2 : looking for Beta Testers »

One thought on “3rd Weekly Update : Unity Roadblocks & Beta Testing”

  1. Pingback: The Fall of the Dungeon Guardians | 20th Weekly Update : Upgrade to Unity 5

Leave a comment Cancel reply

Your email address will not be published. Required fields are marked *
You can also log in with your Forum account.

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Protected by WP Anti Spam

Facebook Comments

comments

Like us on Facebook

Recent Posts

  • Post-Mortem January 13, 2018
  • Afterlife : Updates & Marketing July 10, 2017
  • Gameplay Post Mortem : Meet the Idiots September 3, 2016
  • Technical Post Mortem : Building a game with Unity3D Engine February 21, 2016
  • Final Weekly Update : Treasure Hunt January 13, 2016
December 2014
M T W T F S S
« Nov   Jan »
1234567
891011121314
15161718192021
22232425262728
293031  

Recent Comments

  • BabyManuu on Gameplay Post Mortem : Meet the Idiots
  • manutoo on Gameplay Post Mortem : Meet the Idiots
  • BabyManuu on Gameplay Post Mortem : Meet the Idiots
  • manutoo on Gameplay Post Mortem : Meet the Idiots
  • BabyManuu on Gameplay Post Mortem : Meet the Idiots

Categories

  • Development Diary (64)
  • Game Design (11)
  • Marketing (14)
  • Milestone (15)
  • Weekly Update (55)

Archives