Diminishing Light: Object Pools, Time Systems,and More – Devlog #6

Tom McDonald
Published on:
devlog

Welcome back for an update on the development progress of Diminishing Light, my arcade-style zombie apocalypse game. Since my last devlog, I’ve been focusing on two key areas: refining the object pooling system that manages the zombie horde efficiently, and resolving some bugs.

Fixing Object Pools

When playtesting, I encountered a bug that caused the object pools to grow indefinitely. This was caused by an oversight: I forgot to return zombies to the pool after they were eliminated.

As a result, the pool kept increasing in size continuously, which could have led to potential performance issues and memory leaks. However, I fixed this by ensuring that zombies are properly returned to the object pool once they are defeated.

Another important aspect was resetting the state of zombies when they were returned to the pool after being eliminated. This step ensures that when a zombie is respawned, it starts with the correct initial conditions, such as health, speed, and behavior.

Without this reset, zombies could spawn with incorrect or undesirable states, leading to inconsistent gameplay experiences. 

Upon returning to the object pool, I reset the zombie’s state to ensure respawns work correctly.

To aid in debugging and monitoring the object pooling system, I built a custom inspector using the Odin Inspector Asset

Image of custom inspector I built using Odin

I can now view details about each object pool, such as the number of inactive objects, the total number of objects spawned, and the overall size of the pool. 

Infinite Light Sources and Base Defense

One core gameplay mechanics in Diminishing Light revolves around using light sources to keep the undead at bay.  

In this development cycle, I implemented a new feature that allows certain light sources to be set as infinite, opening up exciting possibilities for base-building and defense mechanics.

I added infinite light sources to the game so players can have a well-lit and fortified base. The light sources will keep the zombie hordes away and provide a safe place to rest and plan the next mission. 

Fire barrels will be used as the initial light sources, and they will burn indefinitely, creating a perimeter of light around the base. 

To add more excitement, I am considering a mission where the fire barrels go out, and players must defend their base against a zombie attack while relighting the barrels or finding alternative light sources. 

This mission will require strategic thinking and quick reaction. What do you think?

Time of Day System and Kill Notifications

To make Diminishing Light more challenging and engaging, I’ve added two new features inspired by classic zombie movies. 

The first is a day and night cycle that changes the lighting and atmosphere of the game as time passes. 

During the day, zombies move slower and are weaker, while at night they become faster and more aggressive. This adds a new level of difficulty for players.

The second feature is a kill notification system that announces your accomplishments during combat

As you defeat zombies, you’ll receive notifications for multi-kills, like “Double Kill” and “Triple Kill.” 

However, I’ve noticed that the notifications can be distracting during intense gameplay, so I plan to fine-tune their frequency and timing.

Final Thoughts

Stay tuned for more exciting updates as the development of Diminishing Light progresses! If you’re intrigued by the zombie driver gameplay and post-apocalyptic world, be sure to:

Wish List On Steam:👉https://store.steampowered.com/app/2716300/Diminishing_Light_Wheeled_Carnage/

I’m eager to hear your thoughts, suggestions, and feedback on the features showcased in this devlog. Let me know if you’d be interested in playing the game and what additional features you’d like to see implemented.

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Author

With over two decades of experience in technical and developer support, Tom has expertise in troubleshooting APIs. Over the years, he has built a many websites and tools with a primary focus on web development technologies including C#, ASP.NET, Blazor, HTML, and CSS. Last year, Tom starting to learn game development and is currently working on his first game "Last Stand," a zombie base defense game designed in Unity 3D.