Weekly Devblog #2
This week was heavily focused on UI implementation across the board and doing more polish work. Aside from finding a critical bug in the Augmentation system forcing me to recode half of it, it has been pretty smooth sailing.
Recoding of Augmentation Item Generation
- Augmentation generation was very slow and lazily done. Generating thousands of items on startup, causing heavy load-in times. This has been completely scrapped and reworked to generate a Unique Identifier for each item crafted, stored off-site in an external database, and pulled from whenever the item is needed. This has caused significant optimization to the loading times.
- Selecting a character -> Spawning in time has went down from roughly 2 minutes to nearly 15 seconds.
- Amount of items generated from ~1,500 -> 10.
Notes: I should have done this from the beginning. I'm not happy about my initial decision to do it the lazy way as it bit me in the butt VERY hard.
Crafting Overhaul
- The crafting UI was buggy and insanely annoying to use causing people to accidentally craft items using a material they never intended to use. I have now cleaned the UI up a bit and added buttons that will enforce the proper quality selection across all items. This will also draw an indicator of whether or not you can actually craft that item.
Inventory Changes
- Inventory has gotten some QoL touches to make room for the augmentation system. Any item that is equipped will now be highlighted in blue to show that it is equipped. Not much else to say here.
New Gamemaster Roll System
- The way rolls were done previously was boring and unintuitive. It forced a GM to sit around waiting for rolls to come back, and if they were slightly out of range, they would miss the roll altogether. This has since been replaced with a new animated rolling system that allows them to select the difficulty of the roll and the type of roll it is, (Combat, Insight, etc.) These rolls will automatically account for the bonuses that player has based on their whitelist or points into the relating category.
New Warp Menu
- The Planetary Warp UI has gotten some touchups to make it feel more immersive and look more how I wanted it to. Not much else to say here.
Trooper Class UI
- The main screen for the trooper class system has been finished and work on the weapon selection screen has begun. The weapon stat viewing panel has also been finished.
Alchemy Rework
- Work on the new Alchemy Rework has begun. This is undecided if it will be in at launch, or be a post-launch content update. Either way, it has been started and is seemingly going well. Cannot divulge more information at this time.