Post Jam Update: What Goes In Must Come Out
I've been working a bit on a post jam version. Which is always something I say I'll do but never quite get around to it. Change log below but most significant is I've narrowed down the lag I think and have take steps to mitigate it. More work to do still but far more playable at higher levels.
Original entry: https://ldjam.com/events/ludum-dare/47/what-goes-in-must-come-out
Post Jam Version: https://simplepotential.com/projects/LD47v2/game.htm
- Changed keyup Event Listener to a switch statement rather than multiple listeners
- No longer using keyCode on the KeyboardEvent object
- Using “code” as keyCode has been deprecated
- Adjusted appropriate code to check based on string matches rather than numeric codes
- Removed “S” as the way to start the game
- It is now Space or Enter.
- “P” can also be used to Start the game
- The same keys all now pause the game as well.
- Pooing can now occur when you are >= 50% belly.
- Speeds up game play
- Keeps it more interesting
- Currently a 5% chance to poo when above 50% belly
- At 100% belly, you poo all excess % just as you would have before
- Corrected bug with Player movement cost
- I was adding/subtracting based on players Belly fullness but never using the value from that calculation so your energy cost was always flat.
- Removed play speed increase based on score.
- Thought this might be the source of lag but I’ve managed to reproduce the lag I think so still investigating
- Game is fast paced enough without increasing the actual play speed though
- Corrected all spellings of Collision
- Added more commenting
- Food is now removed from game play if it gets poo on it.
- I mean, who wants to eat food with poo on it right?
- Mouse cursor now hidden from the game play area
- Pressing F2 will now start a new game without having to refresh the page
- Max food that can spawn at any time is now 30
- This balances the game a bit
- Also helps a bit with the lag since there is less things to collision detect
- Turned player moving sound into a loop rather than play/stop each tick.
- This has helped a lot with lag
- Removing all sound gets rid of all lag but I’d prefer another solution and I’m still investigating.