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William Chyr
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« Reply #1080 on: December 02, 2016, 12:47:31 AM »

Saving in general always involves some interesting design decisions in games. I'm curious about the decision to delete future progress after loading a prior autosave.
why do?

In the game, there are 6 save slots. Each slot is seen as one game. Within each slot, the game keeps up to 10 auto saves. These are more for the purpose of back up, than actual checkpoints.

So when a player restores an earlier save, it's not so much that I'm deleting future progress, but that's where the save slot picks up, and so when the autosaves, it overwrites the later progress you had previously.

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William Chyr
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« Reply #1081 on: December 02, 2016, 12:50:15 AM »

DevLog Update #314 - 12/02/2016

It's important to make a good first impression.

Here's what the first opening seconds of Manifold Garden looks like (w/out the choppy frame rate of course)

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quantumpotato
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« Reply #1082 on: December 02, 2016, 02:55:21 PM »

Looks fantastic! Great work on the menus.

This might just be me but the 3N in Garden looks kind of 1337 and detracts from the beauty of the aesthetic. Minor nitpick though, it doesn't really matter what you call it.. gameplay looks awesome.
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William Chyr
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« Reply #1083 on: December 03, 2016, 09:59:42 PM »

Looks fantastic! Great work on the menus.

This might just be me but the 3N in Garden looks kind of 1337 and detracts from the beauty of the aesthetic. Minor nitpick though, it doesn't really matter what you call it.. gameplay looks awesome.

Oh yeah, that was remnant from the Relativity logo.

It had the reverse E, and when I did the name change, I thought it'd be nice if the new logo maintained a bit of something from the old logo.

I like that it's very subtle. It's near the end of the title, so doesn't really draw attention to itself. Many people don't even notice.
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William Chyr
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« Reply #1084 on: December 03, 2016, 10:02:36 PM »

DevLog Update #315 - 12/03/2016

Worked on optimizing saving today.

At the start of the day, it was 1000 ms as it was running in the main thread.

Had it run in a separate thread, and also split up texture2D.ReadPixels to happen over multiple frames.

I'm saving a small screenshot of the game to use in the load game screen.

Intead of doing ReadPixels all at once, I read it in chunks over the course of several frames. Much better performance.

Code here:

Code:
// Saving by one slice each frame
        screenshot.ReadPixels(new Rect(0, 0, width / 4, height), 0, 0);
        yield return null;

        for (int i = 1; i < 4; i++)
        {
            current_tex = RenderTexture.active;
            RenderTexture.active = renderTex;
            screenshot.ReadPixels(new Rect(width * ((float)i / 4), 0, width * ((float)i / 4), height), (int) (width * ((float)i / 4)), 0);
            RenderTexture.active = current_tex;
            screenshotCamera.targetTexture = null;

            yield return null;
        }

screenshotCamera.targetTexture = null clears the player camera.

Took a while to figure this one out. Without it, the screen kept going black momentarily.
« Last Edit: December 06, 2016, 08:57:32 PM by William Chyr » Logged

quantumpotato
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« Reply #1085 on: December 04, 2016, 09:05:59 AM »

Looks fantastic! Great work on the menus.

This might just be me but the 3N in Garden looks kind of 1337 and detracts from the beauty of the aesthetic. Minor nitpick though, it doesn't really matter what you call it.. gameplay looks awesome.

Oh yeah, that was remnant from the Relativity logo.

It had the reverse E, and when I did the name change, I thought it'd be nice if the new logo maintained a bit of something from the old logo.

I like that it's very subtle. It's near the end of the title, so doesn't really draw attention to itself. Many people don't even notice.

Cool! Nice to homage to the past work. Thanks for sharing code, too.
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William Chyr
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« Reply #1086 on: December 06, 2016, 08:57:55 PM »

DevLog Update #316 - 12/06/2016

Streaming a lot lately.

Now working on object pool for Gravity Cubes.
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maruki
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« Reply #1087 on: December 07, 2016, 07:17:37 AM »

that's a very clean and precise menu, good job!
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William Chyr
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« Reply #1088 on: December 17, 2016, 04:56:38 PM »

that's a very clean and precise menu, good job!

Thank you!
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William Chyr
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« Reply #1089 on: December 17, 2016, 04:57:51 PM »

DevLog Update #317 - 12/17/2016

More code clean up. Been streaming a lot lately.

Very little motivation these days. Finding it's all just discipline now.

Keep a very strict and regular routine so as not to lose momentum.

Streaming helps.
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RbdJellyfish
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« Reply #1090 on: December 17, 2016, 10:53:22 PM »

When you're feeling down, remember all the people that support you and are excited about what you're doing Smiley but also remember to take care of yourself. Powering straight through with low motivation could end up taking longer than just taking a bit of time off to refresh before getting back with higher spirits.

I feel like that goes without saying, or you may disagree, but I just wanted to put my opinion out there as one of the people that supports you.
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William Chyr
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« Reply #1091 on: December 20, 2016, 01:07:20 AM »

When you're feeling down, remember all the people that support you and are excited about what you're doing Smiley but also remember to take care of yourself. Powering straight through with low motivation could end up taking longer than just taking a bit of time off to refresh before getting back with higher spirits.

I feel like that goes without saying, or you may disagree, but I just wanted to put my opinion out there as one of the people that supports you.

For sure! It's definitely a marathon and not a sprint, so need to remember to pace myself. Really appreciate the support. It means a lot! :D
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William Chyr
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« Reply #1092 on: December 20, 2016, 01:09:28 AM »

DevLog Update #318 - 12/20/2016

A lot of stuff in the Manifold Garden codebase finally clicked for me tonight.

Feels great to finally get a good grasp of what's going on.
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quantumpotato
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« Reply #1093 on: December 23, 2016, 07:34:34 PM »

DevLog Update #318 - 12/20/2016

A lot of stuff in the Manifold Garden codebase finally clicked for me tonight.

Feels great to finally get a good grasp of what's going on.

Cool!

How many levels are you thinking will be in the game?
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Yannic
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« Reply #1094 on: December 24, 2016, 02:31:08 AM »

Discipline is so much nicer to have than motivation.

Keep it up! :D
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William Chyr
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« Reply #1095 on: January 05, 2017, 10:34:27 AM »

How many levels are you thinking will be in the game?

I don't really have a count at the moment. The levels are also not quite discrete so hard to even decide what's considered a level.

Discipline is so much nicer to have than motivation.

Keep it up! :D

For sure. Streaming helps maintain this.
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William Chyr
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« Reply #1096 on: January 05, 2017, 10:41:06 AM »

DevLog Update #319 - 1/5/2017

2017 is the harvest year for Manifold Garden!

Let's ship the game this year.

The past several months have been a bit of a struggle with me back to working alone, and having to take over the code base. But I'm over the biggest hurdle now and have a really clear idea of how most of the code works.

I'm trying to keep a streaming schedule of 8 hours a day. I usually will stream for 2 hours at a time, with 5 minute breaks after 30 minutes. Between the streams I'll go for lunch, go to the gym, watch TV, etc.

It's mostly a way for me to maintain momentum and discipline.

Plan for today:

Yesterday figured out a lot of mesh manipulation stuff that was happening at run time for trees to get them to grow and shrink.

Today, I want to continue cleaning up the code, then I'd like to start diving into the water code.

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quantumpotato
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« Reply #1097 on: January 05, 2017, 02:26:53 PM »

Cool! Please don't spend too much time on the water.. quote from a Game Developer mag

"Despite the call for more advanced textures in liquids in this column 5 years ago, not much has been done.. it turns out these things just aren't too core to gameplay"

Psyched for this game - it looks like an incredible experience.
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William Chyr
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« Reply #1098 on: January 05, 2017, 03:56:12 PM »

Cool! Please don't spend too much time on the water.. quote from a Game Developer mag

"Despite the call for more advanced textures in liquids in this column 5 years ago, not much has been done.. it turns out these things just aren't too core to gameplay"

Psyched for this game - it looks like an incredible experience.

Well, the water is actually an important gameplay mechanic. It's not like normal water.
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quantumpotato
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« Reply #1099 on: January 06, 2017, 01:03:39 PM »

Cool! Please don't spend too much time on the water.. quote from a Game Developer mag

"Despite the call for more advanced textures in liquids in this column 5 years ago, not much has been done.. it turns out these things just aren't too core to gameplay"

Psyched for this game - it looks like an incredible experience.

Well, the water is actually an important gameplay mechanic. It's not like normal water.

 Shocked I had no idea. Looking forward to it!
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