1st 2023 Update [Design, Performance, Visual, Bug]


Hey, everyone. It's been awhile. I've been busy with work and dealing with some personal stuff. But I've managed to get these improvements finished! There's decent performance fixes, as well as decent visual upgrades to the game. A couple of bug fixes too.

I've been sharing my unique tips for outside the box thinking in PGMMV [in THIS Twitter thread], check it out if you feel so inclined.

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GAME/DESIGN/BALANCE/TUNING:
When cheating, you no longer earn score (in addition to being locked out of the saving in the High Score screen).



VISUAL:
When carrying over active Lucid Mode from the first segment of a stage to the next, the transition is now more seamless.
Reduced the visual real estate of Burai's HUD by 25-35% by doing the following:
-The size of Burai's name has been made smaller.
-The score font display has been decreased in size significantly.
-Visually improved the Action Rate Gauge on Burai's HUD. Also, it has been combined with the top to unify it with the HUD and allow more screen space to see important stuff in game.

Visually improved the Coin Counter on Burai's HUD.
Visually improved the filling up animation for the Action Rate gauge, so it stood out more and made visual sense.



PERFORMANCE:
As a result of reducing the screen size of Burai's HUD, also reduced the total size of the FOV which checks for object presence. Decreasing overall load.
Fixed a resource error (with the score display on Burai's HUD) which resulted in a LARGE invisible font space being drawn despite most of the space being unused.
In addition to that, drastically reduced transparent space being rendered due to the odd shape of Burai's HUD. Double's HUD has reduced transparent space too. The sprite-sheet has been decreased in size as well.
Decreased constant object total by 1, by removing an object which I realized was ultimately redundant on the menu scene.
Reduced transparent space rendered on player HP Gauge objects.
Removed 2 HUD animation effects on performance mode.

Improved performance of Action Rate gauge object by doing the following:
-Reducing the size of its sprite-sheet.
-Removing 2 redundant link conditional checks on each of its 'main' states, improving the overall tick rate of the game.



BUGS:
Fixed bug which caused certain projectiles to get stuck on breakable tiles.
Fixed bug which caused certain projectiles to instantly teleport to (and stay stuck to the center of) the player it's locked onto, when the game becomes 'frozen'.

Get Coma State Eden [昏睡状態エデン]

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