Another bug..after 4min the game has like 1fps. I assume it is thanks to count of enemies. I will try to fix it ASAP. FPS are okay...the problem is when many entities cluster together
My guess would be the collision detection being inefficient.
Putting the technical problem aside it also points to the game mechanics needing some tinkering. It seems impossible to not end up running away from a growing blob of enemies following you. The player's weapons don't seem fit to cut down the number of enemies in a meaningful way.
Thanks for your inside on this. It was really caused by alot of physics collisions happening while enemies are blobbed. I introduced two fixes which are already deployed by now. Also I gave you shouthout in my dev vlog, I really appriciate this kind of feedback.
Thank you once again, hope you will one day enjoy full game :D
One minor issue I noticed is that the swords sometimes miss because they spawn behind the enemy. You should probably be taking the speed of the enemy into account and spawning the sword a bit in front of it.
Actually I tested it multiple times you are indeed faster diagonaly, its fixed it is just some weird illusion you are slow. I will probably rework my velocity component which is shared among enemies and player.
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Another bug..after 4min the game has like 1fps. I assume it is thanks to count of enemies. I will try to fix it ASAP. FPS are okay...the problem is when many entities cluster together
My guess would be the collision detection being inefficient.
Putting the technical problem aside it also points to the game mechanics needing some tinkering. It seems impossible to not end up running away from a growing blob of enemies following you. The player's weapons don't seem fit to cut down the number of enemies in a meaningful way.
Thanks for your inside on this. It was really caused by alot of physics collisions happening while enemies are blobbed. I introduced two fixes which are already deployed by now. Also I gave you shouthout in my dev vlog, I really appriciate this kind of feedback.
Thank you once again, hope you will one day enjoy full game :D
Good job. Seems to be fixed.
One minor issue I noticed is that the swords sometimes miss because they spawn behind the enemy. You should probably be taking the speed of the enemy into account and spawning the sword a bit in front of it.
Running diagonally is slower than running orthogonally. Is that intended?
Hi sadly yes. But it is annoying to alot of people, I will rework that asap.
it should be fixed now
It's still the same for me.
Actually I tested it multiple times you are indeed faster diagonaly, its fixed it is just some weird illusion you are slow. I will probably rework my velocity component which is shared among enemies and player.
I'm pretty sure it's still slower. When I run orthogonally I can easily run away from enemies. When I run diagonally we're almost the same speed.
How do you calculate the velocity? You should be normalizing the direction vector and then scaling it with the speed.
I am normalizing and scaling with speed, I have to have somewhere huge bug..