I can check some boxes off this weekend, but a major sidetrack meant not as many changes as I would have liked…
Here is the link to the latest Space Wars…
I spent most of the weekend trying to figure out why adding more then 5 enemies slowed the frame rate to 20 FPS. Turns out I had cameras attached to all the enemy prefabs which I guess eats up lots of resources. So, keep your cameras to a minimum and don’t just attach them to random things. Early on I was using it so watch from the enemy perspective to see what they do, but I can always just add one when I need it.
Removing the cameras fixed everything, but not before I attempted to rewrite the movement scripts without using the physics engine because I thought that was what was slowing things down–I’ve heard too many physics bodies interacting could be a problem. Nope. So now the game can run at least 30 enemies. It’s a little messy because the AI can’t navigate around things really.
I’ve added a pretty good radar system that tells you where enemies are. The system beeps when a new enemy comes into range. It shows red dots for enemies that are above you (using world coords) and orange if they are below. Yellow if they are about your level. It sort of helps to know someone is right on top of you before they hit you with projectiles.
I made it so enemies respawn in random amounts in random ranges around the world. If they get stuck you might have to hunt for them. Destroy them all and new ones respawn and the game keeps score. AI also picks points to head to before coming straight at the enemy thus sort of coming from all sides–seems to work ok but the AI is really just a place holder for real AI.
Right clicking yields a work-in-progress missile, right now its just as powerful as the guns and it seems less accurate. Longer range though so you can miss more from farther away.
Oh and I added some sounds. Guns make noise, the explosions make some noise, missiles make a noise, radar beeps – tho not loud enough really. Also I added some music for fun.