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Create free accounthey everybody this Jonah's making games with you and look at that I improved the pathfinding a lot this is the update right now that means these enemies react way faster and all of that costs less performance we're running with around 100 frames per second obviously could be better but it's already a massive massive improvement to last time I basically just improved the algorithm and then I also download a plugin or an asset that speeds up the collision detection because I have a lot of collision detection in the scene already now that we have way fewer enemies we run with 120 130 frames per second kind of want to improve that maybe we can cut the absurd rate into half again and then one problem that's really annoying me is well is the head these enemies get stuck at the corners here all the time because they are in this cell the cell face is left for example so this creature thinks it needs to go to the left it gets stuck on the wall here so okay I did some further optimizations as you can see it runs with over 200 frames per second now
the update rates still pretty high and the creatures don't get stuck anymore that's absolutely awesome let's try this with more creatures Yee and even this runs with 140 150 frames per second also that's that's awesome now I wonder how far we can push this let's add more okay so that's an absolutely massive amount of enemies now see how that turns out oh yes yes yes and we're still at 80 frames per second so I think this is something we can work with this works good enough for now come on let's all go down here look at that and now let's
send all of them down here okay really happy with the performance let's bring this into over Snover let's go angry rant warning angry rant warning good dirt apparently it's not possible to bring my scripts from this project to this project who would have thought that this is so difficult I cannot drag this over here I can't do copy-paste there also right here oh no it was so difficult in the last version of game maker oh it's way better now ahaha it's a lot better the attend intended way to do this is apparently at existing then I can try to find the correct scripts here and now in this super weird view I can import it oh now I have imported one script that's amazing what if I want all of them I
cannot multi select these folders can't be serious about honestly this really really pisses me off I don't know how to do this correctly another way that I found is creating one of these packages here one of these marketplace packages but if you do that you go to that web interface here and then you need to upload description screenshots and all that sort of stuff so there's no way to create an offline package I just want to transfer stuff from one project to another quickly why do I need to upload it for set I'm gonna transfer it manually which is super annoying but I can't see another way you you games why why why why why why thanks for listening to this amazing rent let's go back to the video okay walls are implemented there will probably be a couple of bucks but it should work more
or less well enough we still have the overlay from our cool pathfinding here this is to level with the fast ones so I tried to send them a six egg route right here you can see this works as well so the pathfinding works absolutely flawlessly as I've said there are still some issues but for for the beginning this should be fine here for example this feature got stuck on a wall whatever ok this level is way too easy like this I think this already makes levels much more interesting that's a really cool yeah as you can see I chose a really really big Ridge for the path binding because if I don't then we just get stuck way way more easily and they need to fit through holes they got stuck anyway as I said it's not perfect yet there are still some issues but whatever okay here are some destructible walls actually you can destroy them this is actually not an easy level now how about we destroy these walls right here so we have a little more space as you can see a
little more or less disable the upgrades I thought it was a little annoying how they interrupted the gameplay all the time I just want to test these walls and don't worry about the upgrade and I also think the levels are a little too small I'm running out of space really quickly this is hard I feel like the swipe direction matters a little more now okay this level looks interesting you see how you can do so many cool things now oh this is interesting because these creatures can't reach me so they will just keep duplicating until I dig a hole into the wall easy okay now we have an error message
whatever let's just restart ah see that's another issue I think they can go through here diagonally obviously they can't and I said it's not perfect yet but you can see where it's going what is this guy doing here now we have another bag of course they glitched on the wall again yeah this feels really buggy but at the same time I can see the potential of it okay there's not really any reason to destroy these balls right here this is definitely not exactly easier it looks a little trippy right holy
bananas bananas game over tell me what you think about the music we have new music from dark miracle you made new music experiments for the game let me know what you think about that so yeah there's clearly more work to do but the basics are down the basics work that's awesome I like that I hope you enjoyed this little update of ovis nova just documenting the progress I'm making keeping you up to date I think we can do very exciting stuff with that in the future really cool level design opportunities thank you very much for watching have an amazing day makes about your playground and see you in the next one
The development of the PC strategy game Ovus Nova has reached a significant milestone with the successful implementation of wall mechanics and a highly optimized pathfinding algorithm. By refining the underlying code and integrating specialized collision detection assets, the project has achieved substantial performance gains. Initial iterations struggled with frame rates and pathing errors, specifically creatures becoming trapped at wall corners. Through iterative optimization, the engine now maintains stable performance—often exceeding 140 to 200 frames per second—even when handling large numbers of units simultaneously.
The integration process highlighted significant friction within the GameMaker development environment, particularly regarding the difficulty of migrating scripts between projects. The lack of an efficient, offline method for transferring assets necessitated manual workarounds, underscoring common technical hurdles in indie game development workflows. Despite these logistical challenges, the core pathfinding system now functions with enough reliability to support complex level design, including destructible environments and varied terrain layouts.
Current testing reveals that while the pathfinding system is functional, it remains in a state of refinement. Issues such as diagonal movement glitches and occasional unit entrapment persist, requiring further debugging. However, the introduction of walls has fundamentally transformed the gameplay, allowing for more strategic depth and complex level design. The developer intends to continue balancing these mechanics while incorporating new audio assets to enhance the overall player experience. The project remains in an active development phase, focusing on stabilizing these foundational systems to unlock future design potential.
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Game Developers Conference · 2024
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