Posts

Showing posts from July, 2019

Week 5 - Time Tracking Simplifications & Final Characters

Image
Time Tracking Changes Last week was a major development week for time-based behaviors. A new character was added, and character's behaviors were adapted to change the city dynamic when night fell. The pull request that adds all this is now at a mergable state, after making a major suggested from a mentor review: The time-tracking system used to operate on a component/system architecture, where each character is given a component which stores the time given out by a cycle inside of the larger system. This cycle operated on a world time event, which cycles very quickly. This has been swapped out for an action/system architecture, where each character runs an action to check the current daytime status. In the system, the time-checking cycle has been replaced with dawn/dusk events. This is much more performance-safe than the old system. The Final Cast of Characters With most of the project so far being dedicated to the development of citizen characters, the last step of this de

Week 4 - Sleepy Gooeys & Performance Enhancements

Image
Nighttime in the City One of the largest developments this week was the implementation of time-based behaviors. Last week the TimeSensitiveComponent was added, allowing for behaviors to be based upon the current world time. This week, this component has been put to use. When night falls on the city, all of the gooey citizens will return home to their spawn building, where they sleep soundly until daylight returns. A gooey sleeping soundly in the marketplace However, while all the other citizens are sleeping, a new character will appear in the darkness! Say hello to the nocturnal gooey, who only strays about when everyone else is sleeping: The nocturnal gooey, ready for an adventure. Now with a day-night cycle for all the characters, the city looks more and more alive. Peculiar Performance With all of the new developments in the Metal Renegades module, from city generation to character behaviors, it seems that performance in the module is starting to suffer. The f