Devlog 3: Data oriented

A tale of how we optimized whole game logic by a factor of 6. Before we start, we have a Discord now, join us!. For the last few weeks, I have been hard at work completely rewriting the game internals in a preparation for a secret feature (which will be revealed in the next devlog, stay tuned). I have tried hard to not change any gameplay logic during the rewrite. The goal has been to move all gameplay data into flat arrays, so that the entire gameplay state is in the same place, both conceptually and physically in memory....

2023-05-19 · 5 min · Jan

Devlog 1: Unity, Screen Resolution and Canvas

The UI of Omnibullet is fairly standard. There is a single camera view overlooking the level with various UI panels on sides, most notably the “shop” panel on the left, which is transparent. Since the beginning, the camera origin has been centered at the center of the screen (this is the default), so centering the level object in the world has put it right into the center of the screen. But it turns out that that is not actually what is most visually pleasing, because the actual perceived play area is inset from the whole game window by the shop panel....

2023-04-11 · 5 min · Jan