ToD (my friendly way to call my upcoming RPG game “Tower of Destiny”) got a major update today, in the engine (programmer tested it on mac and surprise, works!) and in the maps. I decided to do a “stress test” of the engine by placing lots of sprites over an open space, like a plain surrounded by trees.
So you won’t face only grey cities, unholy graveyards and zombies, but you’ll be also able to relax in a more bucolic map. The engine was going slower with that amount of sprites to render, but isn’t bad considering: a) is still work in progress so can be optimized, b) the engine is running in debug mode, so the speed is already slower than its true potential
For the record, I’m surely not talking about a powerful/complex engine 🙂 But it’s enough for the kind of game I have in mind. I’m sure players’ attention will be drawn by the enemies, the gameplay and the variety, but a nice art doesn’t hurt!
You can see a screenshot and a video below:
