Hey all! Here’s a rundown of things tackled last week:
I’ve begun to notice that code compile time has slowly been crawling up, to the point where it could take 20-25+ seconds for any code change to recompile.
While this might not seem like the worst thing ever, it becomes bothersome any time I need to change one thing in code, or a variable, etc, and then having to wait another 20+ seconds for that to compile, and then roughly another 5-8 more seconds for the game to actually start…
So, in an attempt to reduce this time, I went through all of the existing code and begun reviewing classes and methods that could be simplified, or removed entirely.
While initially daunting, it provided the opportunity to revisit a lot of code I haven’t seen in a while, a chance to rename some of the variables/methods to provide better readability, and came to the realization of how much junk I could actually clear out.
I also ended up sorting a lot of scripts and assets around (some things subject to change):
After doing that, I ended up not only getting rid of a lot of junk, but dropped the compile time down to 11-13 seconds! This ended up taking a bit more time than I expected, but overall, it was worth it for both time save, and improving code quality/maintainability.
Another thing: Animating the actors:
I’ve found that it’s pretty annoying to have to make an Animate Event to get the Walking/Running animations playing anytime I have an actor move. So instead, in the MoveTo event, I have the code toggle between Walking/Running/Idle animations, depending on their velocity.
I also updated the UI/Inspector for making/updating cutscenes. Before, it was not as friendly to deal with:
We’ve also been working on an “NPC Builder” that will automatically create and somewhat configure new characters with all of the base components to get a character working: