Improving Display Code and other Additions
Added 2018-09-08 06:03:58 +0000 UTCOver the last two days I have added a set of six new goals, two for each goal category. Next up I plan to take a look at business policies and expand the number of options available as well as review the existing policies to make sure they are still working as intended.
But before I get to that I am going to take a night to look at the core code used to display characters. Currently each image for a character (their body, face, hair, and then each clothing item) is displayed as a separate Ren'py displayable object. This makes it logistically difficult for me to apply transformations and sprite animations to them. To fix this I will be looking at assembling the list of images and flattening them to a single image before displaying it, so that transformations only have to be assigned to a single image.
Additionally, I will be looking at how clothing item images are stored internally. Right now they are declared directly as an instance of the Image class, but this may be causing a slowdown when Ren'py tries to save them repeatedly for each character. I am going to try changing them to a single static lookup and see what affect that has on performance.
So that's what I've been up to. Thank you to everyone who left some great ideas for goals, I read through all of them and I'm still planning on adding some more!
Comments
Major change was just implemented that should cut down (or perhaps eliminate, I need to do some testing) the late game slowdown. I'm doing some final testing right now to confirm everything has gone the way I expected, then I'll be writing a dev log on it!
Vren
2018-09-09 04:54:11 +0000 UTCAnything that speeds the game up would be amazing. Even at just 10-15 employees, the game starts to really start going slow when saving, loading, or trying to scroll back on dialogue.
Scott Snelling
2018-09-08 07:01:01 +0000 UTC