Various optimizations; made healer enemies explode after a while
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7
TODO.md
7
TODO.md
@@ -3,8 +3,8 @@ _Keep in mind that this is just a basic outline of planned features, and will be
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### 3.0 Release
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- New tutorial with the power blocks
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- New SFX for specific blocks, especially turrets
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- Block drawing layers. Refactor/remove `Block#drawOver()`, add `Layer` enum. Should fix 'glitchy' lasers and conveyor clipping
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- Balance nuclear reactor, improve effectiveness as they are currently underpowered
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- [DONE] Block drawing layers. Refactor/remove `Block#drawOver()`, add `Layer` enum. Should fix 'glitchy' lasers and conveyor clipping
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- [DONE] Balance nuclear reactor, improve effectiveness as they are currently underpowered
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- Make generation frame independent
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- Investigate issue #5 (enemies stuck in blocks)
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- Faster mech movement, possibly with a "boost" key
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@@ -52,4 +52,7 @@ _Keep in mind that this is just a basic outline of planned features, and will be
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- Optimize generator laser distribution, especially finding targets
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- Optimize UI
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- Check memory usage and GC, profile
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- Optimize health bars and enemies in general
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- Make drawing of enemies more efficient (don't call `flush()`?)
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- Look into `NodeRecord` storage for pathfinder, since it's taking 2MB+ of memory!
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