DEVLOG 5 - THURSDAY, JUNE 22th, 2023


From previous devlog, I implemented the healing shield mechanic for player and decided to play with terrain, because I got bored of that basic testing scene from before.

Testing the game on bumpy terrain made me realize that current enemy lock-on system was too buggy, so I need to rework it from the ground up.

Also, switching from basic to more complex 3D shapes, even with heavily optimized tris of those 3D shapes - it is too heavy for my current Intel Core i3 7th gen processor, 8GB RAM and Intel integrated graphics card that I have on it.

This current gameplay video was barely possible to record on it, even with Unity Recorder slow-playable frame capture tricks, because during the engine testing I barely get around 15 fps, or 10 on average, when testing it on my current laptop.

Until I get much better one next month, I will try to figure out, how should I make another lock-on-enemy system that isn't buggy as current one and try to do other things that I can work with current laptop, and than when I get a much better one, to make game also more beautiful to look at.

If you are interested into following this #gamedev journey, feel free to check out the hashtag:

#tothehallofthemountainking

Oi! ❤️

Get To The Hall Of The Mountain King

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