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(+1)

Okay I did resolve it !

It was due to an optimization I made in the main game loop (the part that handles things like stamina loss, gold gain, etc. every rotation).

Turns out, I forgot to properly remove a line of code from the main thread after the refactor, and that was triggering the crash. 

I'm really sorry for the inconvenience, but the good news is:
It’s fully fixed in version 1.15!

Thanks again for your patience and support :)

(+1)

(Just so you know — the optimization I mentioned earlier kicks in when you have 40 or more characters, which is why that number seemed like the "point of no return" for the crash.

On my machine (which is probably a bit more powerful), the issue didn’t show up until around 100 characters, when the second wave of optimization started.
(0 -> Unoptimized

40+ -> Optimized lv1

100+ -> Full Optimization

It doesn't do the full optimization right from the start because it's like sending a full armored tank against... a brick. It's too much, when a simple hammer is enough.))

(+1)

Unfortunately, after working on it, the problem is much more embedded in Unity's mechanics than I thought.

The optimization consists in no longer reading effects “in a straight line”, one by one, but in reading them together, on several processor cores. Unfortunately, many Unity methods are not compatible with this.

This game has evolved a lot since I started programming it, and the initial system is too intertwined with Unity's main mechanics, so I'm going to have to abandon the character loop optimization, and go back to the old version, or else it would mean I would have to redo all the game, which I'm already doing a little as we're working on a 2D optimized version of it.

(+1)

Well, at least the "why" is known now.  Appreciate you looking so thoroughly!  Look forward to whatever comes next!