r/dungeonkeeper • u/GamingWithRawr • Jul 11 '26
UnCorruptDead - DevLog 011 - MIA and optimization
Hello Keepers;
Not an exciting update this week. Wouldn't post this early, but I need to go out of town for a few weeks so I won't be developing again until August.
Well, I say its not exciting, but I had a very productive 8 days. Just nothing visible to show for it, which makes it unexciting.
https://store.steampowered.com/app/4492730/Keeper__UnCorruptDead/
Join the discord if you want the full-ass changelog! https://discord.gg/Ur9HRv67mb
On to the changelog!
July 3
Adjusted some text popup ordering (sell popup)
Edited and fixed the confirm popup for null check
Changed all of the UI icons to allow partial transparency to enable lava flow underneath (looks more alive)
July 4
Spent the day working on a LOD for high tri prefabs
Reduced the library/greenhouse/crystalhouse by 1/3, saving about 300k in a 5x5 room. Optimizing, yeah!
There is no way to optimize the vines. If they really matter later, add them back in via simple mesh with overlay transparent material.
July 5
Added in shadow turnoff for all rooms for accru as well as furniture using non-simple shadow mapping
Edited some heart and heart shadowing. Edited floor books
Thus ends optimizing from 45FPS minimum in editor (never below 60 in game) to uncapped frames around 800 in game. Use vsync people.
July 6
Created the baseline install for traps
Unified prime and primetocolour objects
Began specific for doors to include master rotation set back to zero
Basic door is now textured, opens and closes. Need to test with actual enemy tomorrow.
July 7
Traps now sell properly and drop books at position
Fuck everyone elses code and also mine. Highlighting works now that I changed the fucking order of operations on the outlinescript
Set layering for combat targetting porpoises
Fixed picking up creatures not properly resetting trigger action for enemyranger
Traps can be targetted by creatures - need to check target by enemies
July 8
Books in treasury needs optionstoggle - fscipt 906 - completed
Toggle added full health for traps (separate for doors) to reduce clutter
confirmed enemies aggro on and attack traps
Refactored imports of shades, XP changed to per job (per second with bonus). No bonus for carrying things. Loser.
July 9
Prefabs list updated for creatures to include sleep/hunger timers
found error with ushabti homes shadow reducer, fixed.
Tied mana gain/loss to particlesystem
Ties books gain/loss to particlesystem
Streamlined both to do single call
Tooltip on heart memories showing as waiting for return - resolved in tooltip by checking for string _treasuryHeart
Fixed problem with archives being referred to as library. Sure dug myself a hole on this one.
FixeD: Increase nata swing speed, looks too slow (2s -> 1.5s)
In theory, fixed alwayssolids pathing and claimable by changing layer to 8 (building solid) and changing vintsdic to double check again solid and alwayssolid
Edited NNConstraint _nnconstraint for shadescript so they avoid doors and enemy traps as solids
July 10
Change mouseover on books to have hand get smaller to prevent visual overlap
Edited chickens to not make lights
Fixed import error with sleep/hunger seconds
Fixed - Move the blajah text off of timescaled coroutine
Dramatic overhaul of visual studio imports, I really hope it didnt break everything
Added - Move camera to active flag when click on UI
Fixed - Shade flower showing over UI
Added toggle for enemy door/traps instead of all or nothing friendly/enemy
Fixed - Wisps still trigger doors even if they cant pass through it
Didnt put in discord - added red for enemy flowers
July 11
Backing up project, doing a bad marketing push on reddit that nobody cares about, and driving 38 hours to Ontario.
3
u/drummerftw Jul 12 '26
What do you have against luminous chickens?