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Hi all! Thank you for your patience as I work on a major performance bug: the size of the inventory grows as you add and remove items. I intentionally built it this way for complex quests that checked things like, "Have you sold three carrots?" and, "Have you given Eva dog food 5 times?" I figured, since "I know" I'll want these quests some day, I should architect the inventory so it can answer these questions.

The problem is, as your inventory changes, the history grows and grows, eventually slowing down the game every time you change a passage.

I didn't think this would be difficult to fix -- actually, the fix is quite simple: instead of keeping track of who owns what and when, just store the amount the main character has. And if I ever need to have a quest like those described above, create specific code for that.

Simple.

Except when you want to make previous saves backwards compatible... Since my last Patreon post, I've spent a lot of time ensuring old saves work on the latest version. 

This is nothing new: I do this for every release. But little did I know, this time I would end up tackling the most complex concepts in my programming language (TypeScript)... literally all of them... all at once.

Anyway, it's going to be worth it! Obviously, the game will perform better on all devices, but there's more. I discovered other backward compatibility bugs along the way. And when this is done, it'll be easier to write backwards compatible saves in the future. That will provide time savings between releases, as backwards compatible saves often take the most effort.

Have a great day, everyone!

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