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Thank you for the bug report. 

  • Bug report button being laggy - Do you mean it takes awhile for it to pop up after clicking on the button? I'll see if I can make it better, though I'm using the default thing Unity provides. Maybe it's the taking the screenshot stuff that's taking awhile.
  • Camera really floaty - do you know what your FPS is in Level 2? I would have to get your save file (under C:\Users\<your user name>\AppData\LocalLow\Bad Optics\Catadel\savegames) and load it up to see what might be causing a frame rate drop. The assets don't really have a LOD implementation because they're bought from the store. Culling depends on whether you mean occlusion or frustum. Occlusion is probably not going to get us much because we don't actually have walls and stuff (except for the buildings blocking inside of buildings, but that doesn't prevent the worst case performance of walls down anyway)
  • Camera floaty 2 - I did enable camera movement smoothing, which looks bad on low FPS setups. I need to move the camera numbers into options to players can tweak it themselves, in the worst case.
  • Choose citizen option not useable if you try to access number 1 -- Yeah I need to hide it for the first level because there's no one to choose. After you beat the a level, you can being whoever you want into it to visit, which is intentional.
  • Build tab -- Do you have a specific RTS in mind for what the UI experience would be for that? I mean, in Star Craft, I usually select my builder unit to build something, unless there's an overall build button that I'm missing?
  • Rotate building with Mouse 3 or 4 -- I plan to add some kind of a keyboard bindings UI in the future, but it's lower on the priority list
  • I put in a fix for the null ref exception.
  • People getting stuck in circles -- I stopped using the "stop distance" long ago because it didn't do what I wanted. The Unity implementation of it was really unreliable. Usually I see the issue with navmesh going stale, but people not updating their paths correctly. Sometimes it is in the middle of pathing and they get stuck on a bush, which should be a carved navmesh obstacle but somehow the game isn't treating it that way. And yes, I am using nav.isStopped = true
  • People stuck carrying stuff -- Yeah, I suspect it's a timing issue, but the reserve system should be handling it. I think it's a one frame error where it's not reserved and then we don't check again, or something. It's also specifically the case where the two cats are going for the same object, which is also crazy if it's done autonomously because the reserve should handle that too. I just need to let the game run to figure it out, but it'll probably be a full day affair, so I've been putting it off.

P.S. feel free to help with other people if you'd like. I've been heads down in the code lately, so I haven't been as active in responding. Thank you for replying to them!

Deleted 5 years ago