HomeGamesUpdatesPricingMethodology
Steam News7 February 20215y ago

Linklight Development Blog III - Update v0.2, Optimizations, & Moving Forward

Summary: This February marks about one year since we first started development of Linklight; we're both incredibly happy with the progress we've managed to make in that time.

Full notes

Full Linklight update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions2 changes0 removals
  • Performance
  • UI and audio
  • Gameplay
changedThis month we focused on optimizations, most of which were done to the game's engine's rendering process. We overhauled this entire process which should lead to significant FPS gains for all users, most notably on larger levels. Both of us noted an overall FPS increase of around 700% on our personal machines, with one of the worst performing levels going from ~25 FPS to ~150 FPS.
addedThere is an entirely brand new UI in the works for Linklight; the focus of which is to make Linklight's UI much more minimalist than it is in its current form. After this design is finished, we will make a post showing off the new UI in comparison to the old one; in that same post a poll will be held where you can vote on whether or not you want the UI to remain the same or switch to the new one.
changedThere are also some more optimizations that need to be made to general object deletion in the engine.
addedThere will also be functionality added to zoom in, zoom out, and pan around a level so you can work with specific areas of a level. This will allow all users to see parts of a level much more clearly than they are in their current scaled down form.

Linklight changes

changedThis month we focused on optimizations, most of which were done to the game's engine's rendering process. We overhauled this entire process which should lead to significant FPS gains for all users, most notably on larger levels. Both of us noted an overall FPS increase of around 700% on our personal machines, with one of the worst performing levels going from ~25 FPS to ~150 FPS.
addedThere is an entirely brand new UI in the works for Linklight; the focus of which is to make Linklight's UI much more minimalist than it is in its current form. After this design is finished, we will make a post showing off the new UI in comparison to the old one; in that same post a poll will be held where you can vote on whether or not you want the UI to remain the same or switch to the new one.
changedThere are also some more optimizations that need to be made to general object deletion in the engine.
addedThere will also be functionality added to zoom in, zoom out, and pan around a level so you can work with specific areas of a level. This will allow all users to see parts of a level much more clearly than they are in their current scaled down form.

Summary:

This February marks about one year since we first started development of Linklight; we're both incredibly happy with the progress we've managed to make in that time.

This month we focused on optimizations, most of which were done to the game's engine's rendering process. We overhauled this entire process which should lead to significant FPS gains for all users, most notably on larger levels. Both of us noted an overall FPS increase of around 700% on our personal machines, with one of the worst performing levels going from ~25 FPS to ~150 FPS.

Going forward we have two sets of goals for Linklight; one set of short term goals and one set of long term goals.

For the short term:

There is an entirely brand new UI in the works for Linklight; the focus of which is to make Linklight's UI much more minimalist than it is in its current form. After this design is finished, we will make a post showing off the new UI in comparison to the old one; in that same post a poll will be held where you can vote on whether or not you want the UI to remain the same or switch to the new one.

There are also some more optimizations that need to be made to general object deletion in the engine.

There will also be functionality added to zoom in, zoom out, and pan around a level so you can work with specific areas of a level. This will allow all users to see parts of a level much more clearly than they are in their current scaled down form.

For the long term:

Work will be started on randomly generated puzzles. This addition has two main components which will consist of a seed based level generator and a level solver. This is an addition that will certainly take time to implement and test our own skills; we are estimating this may take 2-3 months or so to implement fully. We are not entirely sure however and we will make sure to keep providing updates as time goes on, we don't want to leave you all in the dark! We're both really excited to finally start work on these, we've had them on our minds ever since we started development.

We know it's been a slow month but take our word for it, this will be a tremendous year for Linklight.

Thank you all for supporting us,

Highrise Software

Source

Steam News / 7 February 2021

Open original post

Changelog.gg summarizes and formats this update. How we read updates.