Wild Dungeons (Playdate) demo v0.135 update
Wild Dungeons (Playdate) demo » Devlog
Hi there, a bit more optimizations come. New level, New lights algorithm. Optimized RAM usage, Autobalancer included. Lights on/off options in the menu.
Check it please, waiting for your feedback on how it plays on real devices
Files
WD-demo-0-135.pdx.zip 374 kB
61 days ago
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Wild Dungeons (Playdate) demo
| Status | Prototype |
| Author | CrankWorkGames |
| Genre | Action, Role Playing, Shooter |
| Tags | 3D, Playdate |
More posts
- Wild Dungeons (Playdate) update, optimized ~13-15fps45 days ago
- Wild Dungeons (Playdate) floor added, more optimisations53 days ago
- Wild Dungeons (Playdate) texture scale optimization58 days ago
- Wild Dungeons (Playdate) fps auto-balancer added65 days ago
- Wild Dungeons, lights options added in menu66 days ago
- Wild Dungeons (Playdate) new update67 days ago
- Wild Dungeons (Playdate) demo updated71 days ago
- Object depth sorting optimised73 days ago
- Object pooling added,74 days ago

Comments
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Played it. Performance was solid and did not jump up or down however, there was only 8 fps with the lights off and 9 fps with the lights on.
The walls still look jagged, however this is mainly (but not always), when standing still. When moving the jaggedness of the walls increases and decreases depending on the viewing angle. I should mention that the effected walls are only the ones that are parallel to the player and not perpendicular and additionally it seems to particularly effect two walls that are parallel to each other (hallways).
Otherwise all works nicely and the performance has improved in its overall stability but the frame rate can still increase.
Thanks for listening so closely to my feedback by the way. I am happy that my experience has helped a little :)
thanks for your feedback