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Week of Awesome V - Day 7

ryan20fun

911 views

Greetings and Salutations.

I can't think of anything that justifies the risk to add at this stage, So end of day seven for me.

 

I spent the day mostly adding polish, Which includes: Laser pointers for the turrets, No ammo sound, Low health sound, Changed the colour on each alternative entry in the credits.
I thought I solved the performance issue (which was some kinda base static light pass, Which I could find no info on :( ), It runs faster in the editor tho.
The AI(FrogMen) is a bit iffy, They should shoot or melee you on sight.
Yet they don't most of the time, But the work well when they do.
 
There is a text field in the options menu you can use to execute any UE4 console command, I have included a file "CVars.txt" with some graphics related commands.
You may want to drop the quality setting down to medium, I had to for the game to hit 60 FPS.
 
This has been fun, I look forward to playing the other entries.
I may even do a review of them.
 
Dang, I forgot to credit @riuthamusfor his asset pack (Sorry @riuthamus).
 
Link to my entry: Here
Title: Invasion of Planet Frog
And the picture:
Picture.thumb.png.73f3f78798ffbbe9bc3724a7dc9e5972.png
 
Thats all for now,
Thanks for reading.


5 Comments


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One of the games I was looking forward to. Nice smooth game play and the levels where well built.

I did get a problem with the AI causing lag when playing on my laptop. It seams that it could be the cause of all your frame dips. When the AI has moving space there appears to be no problem.

A note on using Unreal: By default unreal doesn't compress it's engine well, however they have been adding some new things for mobile users. These also benefit PC users as a game gets less and less downloads if it's large. Your game is at that point where people could skip downloading just because of size.

Very well executed for the time frame and I enjoyed following your progress, keep up game development.

Edited by Scouting Ninja

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7 minutes ago, Scouting Ninja said:

One of the games I was looking forward to. Nice smooth game play and the levels where well built.

Thanks!

 

7 minutes ago, Scouting Ninja said:

I did get a problem with the AI causing lag when playing on my laptop. It seams that it could be the cause of all your frame dips. When the AI has moving space there appears to be no problem.

I will investigate this, Should probably also use the gameplay profiler.
The AI should ignore/move through each other, Do you mean like where they only have a small area to wonder around?

 

7 minutes ago, Scouting Ninja said:

A note on using Unreal: By default unreal doesn't compress it's engine well, however they have been adding some new things for mobile users. These also benefit PC users as a game gets less and less downloads if it's large.

Can you link/mention some documentation/top or comment on this, Or a search term ?
I enabled compressed pak file option, I could have probably saved ~38MiB by not including the "Prerequirement" setup/installer.
The only other option(s) I am aware of a specific to packaging for mobile.

 

7 minutes ago, Scouting Ninja said:

Very well executed for the time frame and I enjoyed following your progress, keep up game development.

Thanks!

Edited by ryan20fun

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Can you link/mention some documentation/top or comment on this, Or a search term ?

I only know about it because we use Unreal at work, our file sizes are now a 1/3 of what it was. Even if I did ask a programmer to explain how it works I couldn't tell you because of our NDA. I can tell you that no other tools is used and that what ever it is, it arrived with unreal 4.15. Sorry I don't know more.

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I have only been able to reduce the packaged size by ~13MiB by not including editor content.

I am pretty sure I could reduce the packaged size by ~20% if I were very aggressive with the lightmap resolution, But that would cause the background walls to have ugly black shapes all over.

I think that the levels themselves are the bulk of the size, the sizemap tool says the content is ~50MiB.
The levels folder is ~100MiB.
 
But I will keep looking into this for my other projects that use UE4.

 

1 hour ago, Scouting Ninja said:

Can you link/mention some documentation/top or comment on this, Or a search term ?

I only know about it because we use Unreal at work, our file sizes are now a 1/3 of what it was. Even if I did ask a programmer to explain how it works I couldn't tell you because of our NDA. I can tell you that no other tools is used and that what ever it is, it arrived with unreal 4.15. Sorry I don't know more.

Final question on the subject, Do you know if it is opt in or if it requires some C++ code to do?

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1 hour ago, ryan20fun said:

Do you know if it is opt in or if it requires some C++ code to do?

I think it needs C++. I wish I was allowed to explain our workflow. Simply said I create large files and when they leave me they are still large files.

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