Devlog - October 10th 2021
Optimizations & crafting system improvements
This week's work was mostly about social media, optimizations, improvements and bug fixes. The biggest improvement was the spawning of the initial houses which until now caused massive frame drops (down to 5ish). This isn’t a problem right now since the houses would be placed during the loading process or initial setup of the game world. But with the map becoming larger eventually, loading all buildings at the beginning will no longer be an option so this placement process needs to be runtime compatible too. I’ve spend a lot of time this week profiling the reasons for those framedrops and implementing improvements step by step. The most important systems are no longer causing any framedrops but a few of the more recent additions such as the runtime fence generation and the updating of the vegetation mask (telling the vegetation system what vegetation to spawn around the house aka in its garden) do require more work to make runtime compatible.
Notable tasks this week:
- Implemented various spawning performance optimizations
- First reddit post which got great response
- Prepared and posted on various social media accounts about the game
- Added new placeholder logo for the game which will stay for a while until the (hopefully) final logo can be created
- Integrated game time simulation for the crafting system (Video can be seen on the discord server for the game)
- Researched & planned more spawner modules
Ozone Wipeout discord server: https://www.discord.gg/pxuqzGBFJe
That’s all I got this week. I hope you are all doing well.
Stay safe out there and I’ll see you next week
Get Ozone Wipeout
Ozone Wipeout
Procedural open world, post apocalyptic, zombie survival game
Status | In development |
Author | OzoneWipeout |
Genre | Survival |
Tags | 3D, First-Person, Moddable, Open World, Photorealistic, Post-apocalyptic, Procedural Generation, Singleplayer, Zombies |
Languages | German, English |
Accessibility | Configurable controls |
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