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Steam News19 May 20242y ago

Min Spawn Rate Increased (Slower Spawns During Higher Waves)

In response to a review, I have increased the minimum spawn rate from 0.2 to 0.5. This means the fastest enemies can spawn now is every 0.5 seconds.

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Full Endless Furry TD - Tower Defense update

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What changed

0 fixes0 additions2 changes0 removals
  • Performance
changedIn response to a review, I have increased the minimum spawn rate from 0.2 to 0.5. This means the fastest enemies can spawn now is every 0.5 seconds. This should improve performance at higher waves, as well as make the game a bit easier.
changedI used some design choices like this to see how much I could push using the crap the load of optimizations I used to make this game even possible... I've looked into improving the loading times, but it would take a bunch of re-writing as each pooled object would need to be baked into the scene, which simultaneously increases the game file size. Maybe I'll get around to it sometime if the sales start to pickup.
In response to a review, I have increased the minimum spawn rate0.20.5In response to a review, I have increased the minimum spawn rate increased, buff

Endless Furry TD - Tower Defense changes

changedIn response to a review, I have increased the minimum spawn rate from 0.2 to 0.5. This means the fastest enemies can spawn now is every 0.5 seconds. This should improve performance at higher waves, as well as make the game a bit easier.
changedI used some design choices like this to see how much I could push using the crap the load of optimizations I used to make this game even possible... I've looked into improving the loading times, but it would take a bunch of re-writing as each pooled object would need to be baked into the scene, which simultaneously increases the game file size. Maybe I'll get around to it sometime if the sales start to pickup.

In response to a review, I have increased the minimum spawn rate from 0.2 to 0.5. This means the fastest enemies can spawn now is every 0.5 seconds. This should improve performance at higher waves, as well as make the game a bit easier.

I used some design choices like this to see how much I could push using the crap the load of optimizations I used to make this game even possible... I've looked into improving the loading times, but it would take a bunch of re-writing as each pooled object would need to be baked into the scene, which simultaneously increases the game file size. Maybe I'll get around to it sometime if the sales start to pickup.

Source

Steam News / 19 May 2024

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