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Steam News21 May 20215y ago

Upgrade Stats, part 4: Lightning,. and more Optimization

"Ahhh motherland!" This week was focused on getting more upgrade stats done, and I got sidetracked with more optimizations.

In this update4

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Full Dualism update

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What changed

0 fixes0 additions4 changes0 removals
  • Performance
  • Gameplay
changedThis week was focused on getting more upgrade stats done, and I got sidetracked with more optimizations. Good thing though, I think there were some interesting ones made that I hadn't thought of before. Getting closer to fully optimized.
changedLightningThere were a concerning amount of bugs in the lightning code. For example, it wouldn't even work when there was just two bugs. Now it does, it should chain a lot more, and everything, including those blasted blast sizes, will reduce after each chain. It's optimized as well. Everything is getting a nice coat of optimization now.
changedWhat the heck is going on with these particles?Yeah, they were changed. I was given advice on a different method to do them, and at first, I implemented them with a bug that didn't calculate shot sizes correctly. Then I liked the effect, and decided to keep that bug in the code. It's cleaner. It's also more performant.
changedThose who don't believe performant is a word will be culledAs much as I wish, again, that more of these upgrade stats were done... one day they will be completed for all 120 or so. The thing is I'm rewriting where all these values are calculated and making sure they're much more consistent. I'm also going over all the math again, and even rebalancing them in many cases. Then it gets crazy with how everything is linked in the game. For example, these are the things that make lightning that all had to be updated and tested: player collisions, all 8 or so shot styles, bombs, chi attack, mosquitos, spikes, spikes made by balls and shields, shields, and balls. Oh and don't forget testing with that last boss! I'm guessing two more weeks to finish these upgrade stats.

Dualism changes

changedThis week was focused on getting more upgrade stats done, and I got sidetracked with more optimizations. Good thing though, I think there were some interesting ones made that I hadn't thought of before. Getting closer to fully optimized.
changedThere were a concerning amount of bugs in the lightning code. For example, it wouldn't even work when there was just two bugs. Now it does, it should chain a lot more, and everything, including those blasted blast sizes, will reduce after each chain. It's optimized as well. Everything is getting a nice coat of optimization now.
changedYeah, they were changed. I was given advice on a different method to do them, and at first, I implemented them with a bug that didn't calculate shot sizes correctly. Then I liked the effect, and decided to keep that bug in the code. It's cleaner. It's also more performant.
changedAs much as I wish, again, that more of these upgrade stats were done... one day they will be completed for all 120 or so. The thing is I'm rewriting where all these values are calculated and making sure they're much more consistent. I'm also going over all the math again, and even rebalancing them in many cases. Then it gets crazy with how everything is linked in the game. For example, these are the things that make lightning that all had to be updated and tested: player collisions, all 8 or so shot styles, bombs, chi attack, mosquitos, spikes, spikes made by balls and shields, shields, and balls. Oh and don't forget testing with that last boss! I'm guessing two more weeks to finish these upgrade stats.

"Ahhh motherland!"

This week was focused on getting more upgrade stats done, and I got sidetracked with more optimizations. Good thing though, I think there were some interesting ones made that I hadn't thought of before. Getting closer to fully optimized.

Someone want to test me on that?

I believe this version is about 20% more performant than last week's game.

What's are this week's Upgrade Stats?

Lightning

There were a concerning amount of bugs in the lightning code. For example, it wouldn't even work when there was just two bugs. Now it does, it should chain a lot more, and everything, including those blasted blast sizes, will reduce after each chain. It's optimized as well. Everything is getting a nice coat of optimization now.

What the heck is going on with these particles?

Yeah, they were changed. I was given advice on a different method to do them, and at first, I implemented them with a bug that didn't calculate shot sizes correctly. Then I liked the effect, and decided to keep that bug in the code. It's cleaner. It's also more performant.

Those who don't believe performant is a word will be culled

As much as I wish, again, that more of these upgrade stats were done... one day they will be completed for all 120 or so. The thing is I'm rewriting where all these values are calculated and making sure they're much more consistent. I'm also going over all the math again, and even rebalancing them in many cases. Then it gets crazy with how everything is linked in the game. For example, these are the things that make lightning that all had to be updated and tested: player collisions, all 8 or so shot styles, bombs, chi attack, mosquitos, spikes, spikes made by balls and shields, shields, and balls. Oh and don't forget testing with that last boss! I'm guessing two more weeks to finish these upgrade stats.

Good luck, and have fun.

Source

Steam News / 21 May 2021

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