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Abysstale Devlog #01

  • Writer: Mordorman
    Mordorman
  • Jan 31
  • 2 min read

- Worked on Sonar Tile Graphics.

- Prepared Romanian Translation.

- Added a secondary Main Menu in-game for better customization.

- Prepared Polish Translation.


More information regarding the Sonar:


We've been struggling on the idea of imagining the surroundings of the submarine the player is stuck in. We had three options to choose from: Map, Coordinates written somewhere or a Sonar. We settled on Sonar decision, for a more alive and interactable gameplay.


Loading Secquence to the main menu.
Loading Secquence to the main menu.

At first, we thought it will be easy to implement (it is) it into the gameplay. We have been creating maps inside of RPG Maker Events, it was faster this way, than doing them by hand in other program. Although, it had a margin of error, due to putting double the image of the same tile or putting the tile in the wrong place.


The dynamic imagining required us to set the events into Parallel state. But this is where we found our first problem.


Parallel events are running each frame of the game, that means a Parallel event was running 60 times per second. We managed to get it condition-locked.


The sonar terminal.
The sonar terminal.

The Sonar has 4 signal states: High, Medium, Low and No signal. At Low signal, interacting with the Sonar caused no issues or lag. But at Medium and High, caused a huge lagspike, due to all tiles loading at the same time. We tried to reduce it as much as we could, but it persisted.


We even thought about scrapping the idea altogether, but we've settled on making the Sonar imagining by hand. It's slower, but more efficient for us and gameplay-wise.


The Secondary Main Menu.
The Secondary Main Menu.

Stay Tuned for more!

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