Peter Eldredge PPJ # 8

Settings Menu Button Rework - 2 Hours
New Victory and Defeat Screens - 1 Hour
Object Pooling System - 1 Hour
Misc Unity Tasks/Help - 2 Hours

Settings Menu Button Rework

I redid the way changes were applied in the Settings menu. Changes no longer take effect until the "Apply" button is hit. If you back out of the menu your changes will not be saved, and then upon re entering the menu you will see the last applied settings. When the "Revert" button is hit, the settings will be reverted back to their default values from when the game was loaded for the first time. Its possible it should be renamed to "Default".

This involved quite a bit of reworking to the menu, but now it is significantly more modular than before and relies on an event to update itself.

Additionally, the settings can now be tied to the post process profiles in game, in this case, the motion blur is now working.

New Victory and Defeat Screens

The UI for the Victory and Death screens was redone. They now have a bit more data and look better, although I would like to add some movement to them at some point. Its a decent start though.



Object Pooling System

I also finally got around to adding an object pooling system, which I guess unsurprisingly greatly improved performance.

It is a pretty basic implementation that favors performance over perfect accuracy. You can set the enum that is used to reference an object, the prefab that is instantiated, and the number of objects in the pool. These are added to a Dictionary that has a key of the enum and a value of a Queue referencing the pooled objects of that type.

When a pooled object is requested, it is dequeued from the list and then immediately enqueued. The consequence of this basic pooling is that if more objects are requested very quickly, as in quicker than the pooled objects deactivate themselves, then you could run into an issue where the received pooled object is currently active. This isn't a big issue, but I may end up implementing a solution anyway. I do like how fast this is, on every level I get performance gains of 50-100%.

Upcoming

I want to add more movement to the UI and improve the behaviors for the incinerator bot. Other than that just continue polishing and improving performance.



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