Game
We Are Shapeless
9 years ago

Optimization and API


Recently, I’ve been making some adjustments to Shapeless that focuses on optimization for older systems while not sacrificing looks. I’ve also been busy working to get API implemented into the game.

Optimization Changes:

  • Realtime-Shadow distance lowered.

  • Switched to baked lighting for indoor environments.

  • Motion-effects switched to local.

  • Objects use normal-map/specular/occlusion/heightmap textures instead of displacing in places where it wouldn’t be very noticeable.

  • Textures set to bilinear instead of point.

  • Fixed errors in previous codes, were making framerate unstable.

  • Framerate has VSync enabled, prevents hardware stress for computers with good GPUs. Note: There is an option ingame to turn this off.

  • Three main quality settings, Medium, High and Highest. Mainly tackles issues with realtime shadow rendering and texture quality.

  • Each level will decide the player render distance, set to an appropriate distance per level. For example, indoor map render distance would be smaller than outdoor map.

Graphical Changes:
Points mentioned in optimization changes are excluded.
I have decided that very high-poly versions of models, as well as highest quality textures, are going to be placed into AssetBundles. This means if a player feels as though his system would be able to handle even higher quality assets, then “untouched” versions of models and scenes will appear in a free “DLC/Add-On”.
I bring this up because Unity may not be very well optimised for outdoor environments considering that’s where I tend to use realtime-shadows the most, so models can’t be too graphically intensive otherwise it will cause framerate issues for players without a good enough GPU, and Unity’s Quality settings only sets to fix shadow and texture quality, rather than models themselves.
Do not fret though, this just means greater framerate, and if you want better-quality scenes altogether, you can just install the DLC which will be included in the game’s download folder anyway.
I have also went back into Blender and Zbrush to redo most of the models I have done already since I have found that most objects will only be seen from one side, like how you’d only see a window from inside indoor maps, so I would half the model at the side the player will not see (unless they somehow glitched outside the map), this will reduce framerate stress.

GameJolt API:
Yes, I’ve added in the GameJolt API and successfully attached it. I have also redesigned the canvas to suit the temporary main menu I have going on right now.
I have made a couple of trophies based on things I /know/ the player would achieve when playing the game if they decided to play through it, so no trophies based on anything that won’t even make an appearance in the game.
These trophies are hidden and can only be seen by the developer, but I’ll be willing to answer about them if you message me personally.
It is not required that you sign into GameJolt when playing Shapeless, however the player will not have access to the leaderboards, which play a vital role in the game after some time.

And that’s it for this update. I’ll keep you all notified when I’ve made a lot more changes to the game.
If you haven’t already, don’t forget to follow We Are Shapeless, and as always, thank you for reading.



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