I removed the lost shuriken particles for the player character that where never visible anyway.
I reduced the amount of particles that fall from the sky and other resources to the half for better performance.
I removed a lot of unused and unnecessary holder game objects and internal collision objects that never collided with the player in the first place.
I removed a few scripts I attached to some objects that did not do anything.
I added the rotator script to one of the tori that was supposed to spin.
I yet again fixed the render priority and flickering issues of a few objects.
I removed the unnecessary double objects that overlapped each other that I found.
I replaced the spinning flower 3D model with a more optimized model.
I reduced the amount of needed objects of the blue and orange jump cubes from 4 to 3.
I replaced the grid cube stack at the path towards Johns past home with only 2 grid cube stacks of 3 grid cubes each. The old amount was too much and unnecessary.
I also replaced the 3 uneven cubes at the path towards Johns past home with 3 normal cubes. The old models had 6,312 vertices, 12,620 faces and 12,620 triangles each.
I replaced the 3D model of the cube maze below the old home of Sola with a normal cube and a new texture. The old model had 90,215 vertices, 60,146 triangles and 60,140 faces. The new cubes just have 6 faces, 12 edges and 8 vertices each, like a normal cube really. I am sorry that I did not realize this earlier. The thousands of vertices that had to be calculated at the start of the game before is of course not acceptable for a video game.
I searched the project files again and yet again found 6 unused assets I made during the early development time of the game that I now, finally implemented into the game world as well. A new flower spinning above the old house of Sola. A new mushroom spinning inside the old house of John and 4 different dishes John likes to eat.
I invested 5 years of my life into researching programming, 3D modeling, rigging, animating, video game development, digital drawing, writing, character writing, world building, asset creation and so much more for my first game back then, as I still continue to do so and I did not want the assets I made for this game to go to waste. I even started the development of this game by recycling assets for it that I made for a game idea I had before. This game here ended becoming my first “ real “, professional and finished game.
Even though I personally liked the cube maze under Solas old home a bit better, as you could also went through it and collide with the insides, this new optimized version is much better in terms of performance.
Yes, all of this also means that the trailer video is inaccurate to the many improvements to the game I made over the years, so, I will make a new trailer and new screenshots next.
All of this reducing, removing and replacing of unnecessary objects should help with performance allot.