Revision of Core Mechanics
I have reviewed my code and execution and have concluded the following:
1. Overcomplicating the Prototype
Pitfall: The code may have unnecessary complexity in the initial stages of prototyping.
Resolution: Simplify the prototype by focusing on core functionalities first. Ensure that each feature is implemented in a modular and testable manner before adding complexity.
2. Inefficient Use of Blueprints and C++
Pitfall: Over-reliance on Blueprints for performance-critical systems.
Resolution: Implement core gameplay mechanics and performance-critical systems in C++. Use Blueprints for rapid prototyping and non-critical systems. This hybrid approach leverages the strengths of both C++ and Blueprints.
3. Neglecting Performance Optimization
Pitfall: Lack of profiling and optimization.
Resolution: Regularly profile your game using Unreal's built-in tools to identify performance bottlenecks. Optimize critical areas using techniques like LOD generation, occlusion culling, and dynamic instance batching
4. Improper Asset Management
Pitfall: Hard-coding asset references and inefficient asset management.
Resolution: Use soft references and asynchronous asset loading to manage assets efficiently. Implement level streaming and world composition to break up the world into manageable chunks
5. Architectural Pitfalls
Pitfall: Tightly coupled systems and lack of separation of concerns.
Resolution: Follow established architectural patterns like MVC or ECS. Separate concerns by creating dedicated classes/systems for specific functionalities (e.g., AI, physics, UI). Use interfaces and abstract base classes to decouple systems and promote code reuse
Specific Code Issues and Refactoring Suggestions
AI System
Issue: The AI system for following and staying might be too tightly coupled with other game logic.
Refactoring:
- Use the
AIController
class to manage AI behavior separately from the player and other game logic. - Implement behavior trees and blackboards to manage AI decision-making processes.
Interaction System
Issue: The interaction system for picking up and placing body parts may not be modular or scalable.
Refactoring:
- Create an
InteractionComponent
that can be attached to any interactable object. - Use interfaces to define interaction behaviors, allowing for easy extension and modification
Asset Management
Issue: Hard-coded asset references for body parts and coffins.
Refactoring:
- Use soft references and asynchronous loading to manage assets.
- Implement a data-driven approach using data tables or JSON for asset management
Performance Optimization
Issue: Potential performance bottlenecks due to inefficient asset management and lack of optimization.
Refactoring:
- Profile the game regularly to identify performance issues.
- Optimize assets by using LODs, culling techniques, and efficient texture management.
Code Removal
Issue: Redundant or unused code that adds unnecessary complexity.
Resolution: Regularly review and clean up the codebase to remove any redundant or unused code. This helps maintain a clean and efficient codebase.
NecroNeedle Frankenstien
1st Person Puzzle
Status | Prototype |
Author | KAPGamingStudio |
Genre | Puzzle |
Tags | 3D |
More posts
- Devlog 3 SummaryJul 12, 2024
- Week 2 SummaryJun 15, 2024
- Week 1 Summary: Game Development ProgressJun 08, 2024
- Summarized Daily Log, Game Jam's Duration OnlyJun 02, 2024
- Game Jam SummaryMay 31, 2024
- Summary of ideas and executionMay 28, 2024
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