Under the Hood: Building a Stronger Foundation for The Shape Rush!


Hey everyone!

Been a bit quiet on my end, but that's because I've been wrestling with some huge behind-the-scenes changes for Shape Rush! I wanted to pull back the curtain a bit and give you a sneak peek at what's been cooking.

So, I'm deep into implementing a totally new way of handling enemies in the game. If you've ever heard of "object pooling," that's pretty much what I'm switching to! This isn't just some small tweak; it's a fundamental overhaul of how enemies pop in, get reused, and how their stats (and all those cool bonuses!) are calculated and reset perfectly.

Why go through all this madness?

Honestly, it's been a wild ride! Reworking how every single enemy interacts with the game world, making sure stats reset flawlessly, and especially ensuring our special Elite and Golden enemies behave exactly as they should when they reappear (no rogue old bonuses sticking around, thank goodness!) - it's been a delicate, head-scratching dance. Imagine trying to completely rebuild a complex engine... while it's still running! That's kinda how it feels sometimes, haha.. *pain* wait that's a bug right there! 

But trust me, all this effort is totally worth it. This new system is going to deliver:

  • WAY Better Performance: By recycling enemies instead of constantly creating and destroying them, I am smashing those annoying performance hiccups and memory hogging, especially when the screen gets absolutely swarmed with enemies (you know the moments!).
  • Rock-Solid Stability: A smoother, more predictable enemy life means way fewer weird bugs or unpredictable moments. Translation: a much more stable and reliable gameplay experience for all of us.

This foundational work is super important for the future of Shape Rush. It's what's going to let me build even more awesome content and exciting new mechanics such as new game modes (Yep, that's right – new game modes are officially on the way! 😉)  without having to worry about the game sputtering.

Stay tuned for more updates, and thanks for being awesome!

ZiexDev

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