It's probably a public secret that I haven't been working on Tormi much in the last couple of months. Just jumped into the project again this morning, I've got 2 more bosses planned (The bosses are a little like Sam's in this game, they're all big mofo things) and a huge chunk of the story sussed.
Working on what could be my new favourite sidequest too.
It's about a farm that has been siphoning off water suspended between 2 giant lakes. Some little chap has been stealing from them, but whooo? Makes a change from all the deserted locations used in the first major sidequest.
And some engine nonsense, I've really optimised the engine some more. Non-important physics objects now freeze when a certain distance from the player which free's up some CPUage. A typical frame now uses 300 objects - 30mb - 60fps - 25% of my 2ghz C2D. And this is without hardware acceleration!
Added a bit of coding that reduces the number of particles if the frame drops 4fps below the set amount (which is 40, 55, 60fps options). If it drops 7fps below then it sets the rotation/resize quality to low. And I bloody love it. But it'll all be worthless once HWA is out.
|