Map Tile Optimizations
Most of this week's work has come in the form of map tile optimizations. Two systems have been implemented:
- Rock Visible Sides
- Rock Level Of Detail (LOD) models
The rock side system lets me quickly set the visible rock side via script so that only the part of the model that is facing into the canyon is used at all, reducing the amount of mesh data per tile by close to 50%.
Additionally, each major rock model now has two lower quality models (levels of detail) that are swapped in when the rock is far away to preserve quality up close but require less processing at a distance.
Enemy Hitbox Improvements
This update changes one of the enemy hitbox sets with a different style of collision detection to collect information about a more simplistic but less accurate setup.
The shielded enemy now uses 14 primitive colliders as opposed to the previous 25 colliders. This will improve performance and give you more leeway with collision detection (fewer false negatives) while potentially allowing for arrows that seem to float a few inches in the air when embedded in the enemy. We'll see how it feels with more player data.
Aimed Shot Changes
The previous implementation of Aimed Shots was a bit too complex to work with effectively, both for new and experienced players. It has now been changed to a simple aimed/not-aimed value that occurs after 2.5 seconds of charging.
In addition, this allows for a new mechanic type when particular objects are hit with an aimed shot. The first implementation of which is in the shielded enemies. They will now drop their shield if it is hit with an aimed shot.
Other Changes
- Update to Unity 2017.1p5 for crash fixes
- Fixed enemy footstep audio spatialization
- Minimum gate HP after loosing set to 100
- Energy requirements for progressing through gates reduced
- Critical strike energy multiplier increased
