FoE...I knew what that meant. It could only be...one thing. The darkest eternity in the nuclear wreckage of a magical paradise. War. War never changes.
I think there's 'a lot of lagginess coming from having to draw every individual piece of the map. Every tree is a character. If you instead only had the map as a background or two or three layers and only drew the scenery over top of any actors and location you'd save a lot of cycles. That's based on a baseline guess of how you did this.
Hi, we don't render each tree on mountain independently, we actually store them as images for specific tiles. This is also pretty common approach for a lot of games.
Biggest problem with this game is the lack of legitimate strategy. The procedural generation is the biggest flaw because with everything being so random you can play 20 minutes or more without knowing that you got dealt a bad hand.
Time attack is properly geared just beyond capability. That is, Im saying that the maker of this game has failed to time the time attack. The DPS limit makes it virtually impossible and beyond any reasonable expectation of completion.
Why is EVERY GAME these days JUST a tutorial?! Why not let me learn things WITHOUT the guided tour?! I mean did it even occur to you that half of the system explains itself? I remember Warcraft 2. It gave about 5% the tutorial this did and it was WAY harder. Part of the fun of a game is figuring out the new system Being dragged by the bit through the bloody mood pretty much robs you of ANY of that.
When one of your major components can break your game you have failed. Speed is required for an acheivement but thereafter the game becomes unplayable. Make a way to turn it off.
Hi, we don't render each tree on mountain independently, we actually store them as images for specific tiles. This is also pretty common approach for a lot of games.