Last night I had a migraine and it kinda messed with my sleep schedule and cascaded into lower productivity today.
Got some proper rest and when I finally got to work I did actually manage to get some proper progress done for the day!
The previous version of the game had walls and enclosed rooms and as such it was impossible for a projectile to never return to the pool or so i thought.
When I reload the scene any projectile from player or enemies still in the world would become untethered to the global pooling system of projectiles which is a big nono. I was creating memory leaks!
Started as what I thought was a simple 3-effort bug fix but ended up touching like 6 different interconnected systems. Classic case of "oh while I'm here let me also fix this other thing" 🤔
About 4-5 hours total (curse you tension headache), but totally worth it for proper memory management. No more projectile ghosts floating around when I reload scenes!
Nearly ready for more playtesting without worrying about mysterious null refs 👻!
Things i noticed turns out computers without a dedicated GPU struggle with the game ONLY if. The game is Fullscreen but particularly if the game has got various post processing effects. The enemies damage is too low, playing and aiming with a track pad appears to be quite difficult but people remain engag d in the game for an avg of 15 minutes and despite them dying and failing they still want to keep on trying .yet another good sign ! I think i can bring back the proc gen now but actually make it work with room arena layouts rather than room dungeon layouts as much 🧐 ... Gotta make some more changes and playtest to get an idea!. Looks like the settings menu will need some options now to toggle the post global post processing or figure out a way to get it to work on low end devices. I even got the recommendation to make it into a mobile game which makes me wonder ... Why not? 👀