Hello! So, this is a spiritual sequel to this topic. However, I want to focus on one particular part of the game I am working on, and I am all for ideas and suggestions to make it work well and possibly look good.
The basics: It's a game featuring a vacuum cleaner that collects dust.
The dust must be collected, so it's like dealing with multiple mini coins.
Mini coins mean mini objects in a single room, meaning it takes up a bit of space.
But that's fine: It's the core foundation of this game, after all.
But, also, I want that it doesn't break the game for a low-end platform.
In the beginning, the dust was exactly how you would think: small, and hideous, but unmistakable when put together with more pieces of dust, like the picture you can see here.
The problem was the count number: In bigger rooms, the number could go up to 7000!
That was a bit too much for the game. So I started making them bigger in a way to reduce the number of objects.
Up until now, this is how dust looks. It's pink due to a game design decision that is unrelated. As you can see, they have a big black outline (in the sprite, so no effects or add-ons), so now they are even thicker.
I can go down to 3000-1500, which is already a great improvement. But I have noticed that the CPU starts at 25%, and once collected all the dust it's at 12%!
I believe it's too much for mini objects. So I am trying to figure out what causes it, and how I can fix it, maybe by even changing the whole concept of dust.
For example, each piece of dust has Line of Sight and Move To behaviors.
This allows making the "sucking" effect that vacuum cleaners usually have.
I believe these can make a great impact, especially if they are overnumbered in just one room.
Could it be? For the sake of less CPU usage, do you think there is another approach to make the "sucking" effect?
I am afraid to continue changing how the dust works because I have noticed that they slowly turning more into coins and less into dust. I did try using canvases, like if the dust was "painted", but was, unfortunately, a bad experiment.
How would you make the dust that looks like dust but doesn't dust out the CPU?
Mini objects? Particles? Maybe a range where the dust you can't see is like "inactive"? Is it possible? I have heard it's a common technique in 3D worlds.
That is all. Thank you for reading, and I wish you a good day.