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Full Towers, Turrets, Turtles update
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Hey everyone, It's been two days since we revealed Towers, Turrets, Turtles on steam, and we've been working hard polishing whatever we could find, so we thought this would be a great time to talk about framerate since it's a very important part of game development and making things as good as possible.
What changed
- UI and audio
When optimising there's a few things we keep in mind, 1. Our developers (both of them!) have very beefy PCs, older machines will run slower than what we're used to. 2. Laptops (which are a huge part of the gaming market) may not have big graphics cards required for fancy effects. 3. There's a few things that can eat FPS if mishandled, you're probably familiar with ones like lighting and large open spaces, but this can also include less obvious things like interface and targeting. 4. There may be a lot (and we mean A LOT) going on both on and off screen at any time, so stress testing how much we can fit on the screen at once is vital.
Here's one of those stress tests, somewhere around 800 Turtles on the screen at once, all while sticking above 60fps
Of course, there's always going to be room for improvement, but with statistics like this, we're sure even the older machines you might be playing on will have a good time running our game.
that's all for now, next time I'll talk about AI, and how games like ours quickly calculate the paths of so many enemies. Until then!
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