I was recently working in this game with my team, and I remember that the old builds has some pretty annoying bugs when you’re in a boss battle.
To those of you who did played Heaven Saga, remember how you were in a boss battle but the animation of Sonic didn’t switch immediately after you stopped pressing a key or jump up from the level? Well, I did some investigation, and I found out that it’s because there was no condition when the animation timer when it is running. Because of that, the timer has to finish before Sonic’s animation switches. So, I used the team’s conditional timer code so that the timer can stop when a certain condition is true.
As you can see, the timer before are just basic. So, even if you started to move Sonic, he’ll just be stuck in his current animation until the timer finishes. The new technique we used, however, now forces the timer to stop either when the value reaches to 0 or when another condition is true. So, from now on, you can expect the animation system to work better by the time the new build is released.
On more thing I want to mention is that we have now made some optimization to the project performance.
The green arrow above shows that we have added a wait condition. In the older builds of Heaven Saga, some scripts of Sonic’s animation constantly runs in the forever loop, even if none of the condition inside were true, which can cause performance impact.
Today, my team and I simply added a wait condition on each of the animation scripts, so that it forces the loops to stop and wait, which improves performance. And when I tested it out, the framerate of Heaven Saga has slightly increased. Which is a good thing.
So, there you have it. We have fixed some bugs and made optimizations.
Stay tuned for more progress to that’ll come later.
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