Object pooling may just be a "future me" problem

 This past week I've cleaned up the Steam initialization code, added some new enemy art assets, and set up damage particles for more visual feedback on hitting enemies. It's pretty basic but looks better than not having it, I think.


So the other thing I was working on for about half of my efforts was setting up an object pooling system since I think it's supposed to be better performance than adding and freeing objects constantly, which theoretically would be beneficial to this type of game. But after struggling to get it working for a few days, I figured that maybe I'd be better off adding new things than fixing problems I don't have yet. So now, I'm going to pivot to finally getting the destructibles added, and rework the level progression to be more focused on upgrades than flat level boosting. As it is now, you can almost do nothing and the level ups boost stats more meaningfully than the upgrades do, so I'm going to instead create general upgrades to add into the pool. I might have mentioned I planned on doing that already, I don't remember. But that's still the plan.

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