1. 黑暗塔 The Dark Tower
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黑暗塔 The Dark Tower News

Game frame count increased

  • In the last two days, I have been learning the optimization techniques of Unity Engine, including the most traditional dynamic batching & static batching, occlusion culling & camera cone culling, LOD, texture compression, light pre-render stripping, shadow level mask, etc.
  • Dynamic and static batching are my favorite optimization techniques, and with MeshBaker plugin support, sacrificing memory in exchange for a drop in drawcalls seems like a pretty good deal, while still ensuring that the image doesn't get distorted too much.
  • Occlusion culling is not suitable for Dark Tower, because most game objects in the game are dynamically generated by wave function collapse algorithm, and cannot be marked as static objects for occlusion data storage. Moreover, the camera Angle in the game is mainly overlooking, which hardly produces occlusion effect suitable for culling.
  • Cone culling is not something that anyone would not use without special circumstances, and it should be almost the default.
  • With texture compression, I compressed some of the terrain maps that are commonly used in the game, which may have reduced their sharpness, but I didn't see much difference between the camera post-processing and SSCC rendering. Most of the rest of the textures remained the same texture quality, and I also adjusted the texture streaming parameters.
  • LOD doesn't work well for The Dark Tower either, because the distance between the objects rendered in the camera and the camera doesn't vary that much, and there's no way to adjust the accuracy of the model based on the distance from the camera, but this technique should be very common in 3D all-round view games.
  • After looking at some dynamically generated game optimizations, I found that dynamically activating objects is a relatively simple and reliable solution, dynamically adjusting which objects should be activated and displayed to the camera based on distance, and which mounted scripts should be paused.
  • The game is running at about 40% more frames now, and it's fairly stable, and then if something goes wrong, I'll fix it.
  • The content of the game is still being worked out, including the gameplay and difficulty and the new game mechanics that should be added, but with a graduation thesis and defense to prepare for this week, development of the game will be delayed by a week if anything.

New game mechanics

Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs! Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs!
In addition, there is a portal in the location where the player is resurrected. This was originally used for testing, and now I made it into the Endless Mode portal. In the future, this part of the game will be made into free DLC for easy sorting and management
In addition, there is a portal in the location where the player is resurrected. This was originally used for testing, and now I made it into the Endless Mode portal. In the future, this part of the game will be made into free DLC for easy sorting and management

Details please see the Steam store page

Shop details

Daily update

This update may cause the downloaded files to be somewhat large
New compression and optimization algorithms have been used for the textures of the game, with the aim of reducing the demands on computer performance and file size
Fixed an issue with unstable interlocking detonations of bombs and made "nanoshell" the default setting where bombs would no longer be detonated by other bombs
Fixed the issue of Divine Sword's punishment decision
Now the game has added medical packs, which can be picked up directly to restore the character's strength
Added screen effects after injury

Daily update

Added teaching
Improved full screen display and field of view distance, now characters can see longer distances

Daily update

The wave function collapse algorithm is modified and the randomness of block size is adjusted
Added the "Air Defense Trap" card
Changed the difficulty of some scenes