It’s been ages since I made a blog post, but a lot has been achieved in the past few weeks. Since last Wednesday, our fellow students got to test the game, we wanted to have a good, properly working prototype.
The reason I’ve been of the grid, is because I’ve been rewriting the majority of our code. After finding a few bugs in the core of our code, I decided it was time to just have a big cleanup. It took me a lot of time, but the results were quite surprising. We had a huge boost in performance, and a lot of bugs we had been trying to resolve, are all gone!
I also had to fix part of the UI, after we implemented our old unreal UI. It was nothing major, but the results make our game look a lot better!
Once that was done, I wanted to implement networking to fix our issue with the split screen, but due to the limited time we had for the game testing in class, we decided it’d be better if we just went for a 2-player camera, which Timothy added.
The testing went pretty well, and we received a lot of great feedback. Mostly about player feedback. This was partly because we had just switched to the new 2-player camera, which forced us to leave out some features, making some things not very clear.
After hearing the feedback, I got back to work. I’ve been working together with Lorenz trying to make our controls more visible. So far what I’ve done is make a little image appear as you come close to a planet that you own (I also added planet capturing, a feature we kind of just forgot about), which shows the button to press to go to the build mode. Lorenz also came up with the idea to add a hexagon grid, so we’ve been testing around with it, and so far I kind of like the results, but we will have to discuss these changes with our other teammates first.
Currently I’m also working on implementing object pooling for all our frequently used prefabs, such as bullets and enemies. This will give us some more increase in performance, so I figured I’d do it, as I was working on the enemies anyway (working on making them respawn, experimenting with random respawn locations vs set locations).
Big wall of text, and no screenshots? Well, not much to show this time, sorry! See you next time.