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That is an interesting theory that I will need to test. I wouldn't have thought that a lower quality setting would cap the memory usage in any way, but you're right that it would likely not require as much memory because of things like texture quality. I'll try out a few things on my system and see if I can recreate the issue. Thanks.
Yeah, looks like this is unintended since the same basic code is used for inventory and storage. So the datapad is treating it like the inventory screen is already opened, which would normally close the datapad. I can get a fix for this.
Hmm... that is odd. I just recorded 2.7 GB memory usage while outside of the habitat. It seems to scale just fine according to memory needs while playing. I have 32 GB of system ram and I'm using the 64bit version of the game (downloads automatically if you're playing on a 64bit windows OS). Are you playing on Mac or PC? The Mac version is a Universal build which should support both 32bit and 64bit Mac OS.
Sadly, you are right that Unity is somewhat notorious for poor memory optimization, though part of that responsibility does come down on the developer. Do you know if there was a specific patch that introduced this problem for you? There honestly should not be much of a difference to memory usage since launch. Very few new game assets have been added, it has mostly been systems and feature additions. In fact, I've found ways to improve memory usage through some batching operations.
Hey, no worries man. I know that feedback like this comes from a good place, because ultimately it means you like the game enough to care about the continued development. It's a good problem to have when people start demanding things that they want. I'll take that over someone saying that my game sucks any day. Sometimes it can be hard to pierce the veil and see that all the media we like is still created by people who have lives outside of their work. I'm guilty of it too.
Glad you like the game and I look forward to getting the story mode in your hands.
Cheers!
Not "guys". One guy. Me. I'm the only developer. This stuff takes time. Sorry if you don't feel like I'm working fast enough, but life happens. I have a one year old and my wife just got a new job and we just bought a house and I have to move everything in the next couple weeks. I read every bit of feedback and I'm constantly addressing suggestions and adding feature updates and bug fixes. Making games is hard. I hope you will stay on board and keep following my progress.
Didn't get a chance to look into this before putting out the new update, but I'll check it out soon.
It's a fair criticism. I may revisit the audio at some point. Thanks for the feedback.
I would say that one larger post with your most generalized suggestions would be a good place to start if you have lots of ideas. Myself and other players can comment then and we could break out individual concepts into their own more detailed posts.
Complexity is difficult to gauge unless you are familiar with the background systems programming that has already been done. Some things that people think would be very difficult are actually relatively simple because I have created the gameplay systems to be extendable. Other things you might assume would be simple are actually quite difficult because I haven't built the game in a way that would support it. Most times the thing that ends up being the most time consuming is asset creation. If I have to do a lot of that myself or pay contract artists to create lots of assets then that is somewhat prohibitive, but if it is a really good idea I can still rationalize putting the resources towards it. So with all that said, I don't think there are any ideas too crazy to suggest, but just keep in mind that it may just not be feasible.
I don't think I've really kept close track of rejected feature requests. A few off the top of my head:
- Extensive base building. (Doesn't fit the theme of the game I'm trying to make.)
- Customizable character, male or female. (Story mode will only be the one character so I don't feel like accommodating custom characters just for the survival mode.)
- Visible body from first person perspective. (Still not impossible, just a matter of development time.)
- Weapons or enemies. (Again, just not the kind of game I'm interested in making.)
I'm sure there's others I'm forgetting, but ultimately the survival mode that's available now is just a testing ground for the story mode, so if a feature would be out of place in the story mode then it's unlikely that I would put resources towards it for the survival mode only.
I honestly love all of these ideas. Another player already suggested that we be able to view the contents of other habitats' storage units remotely. I'll have to put some more thought into how these might be implemented, but I think it's a very strong set of functions to expand on the usefulness of the WayStats.
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I think you may be correct about that assumption. I believe that the item id number is changed when the component breaks and I forgot to have it change the item id number when populating broken parts when the game starts. This should be an easy fix. Thanks.
Also, since you are such a regular poster on here I thought I would let you know that I'm a bit behind with updates over the last few weeks because my wife just got a new job that is requiring us to move. We are in the process of buying a house and so things are kind of crazy. I hope to get back to a regular development schedule early next week.