BawdyInkSlinger
Monster Girl Farmer
- Joined
- Jun 19, 2017
- Messages
- 42
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- 26
Monster Girl Farmer v0.32.00 released! Horny but afraid of the dark? Sleep with Enoki, the bioluminescent mushroom girl, and proudly tell your Mom you sleep without a nightlight now. (Monster Girl Farmer, a surprisingly wholesome text-based RPG. Play on any browser.)
Features:
Features:
- I edited the Field intro scene to improve the humor.
- The main change in this release is a performance improvement, and it was a doozy. Before I go into specifics, I’m going to cut to the chase and tell you the result of the fix: 10 times faster! Actually it could be much better than that, depending on how larger inventory was. I tested on a save that was taking a second to perform every action. Now that same save takes ~80 milliseconds to perform every action. And it should stay that way no matter how large your inventory gets.
Yeah, so, the inventory system... What can I say? It had a terrible design (in my defense, I am stupid).
For those that want more details, I was keeping track of every item. Every item! Harvested a carrot? I kept track of that. Sold a carrot? I kept track of that. Gave six carrots to the chipmunk girl? I kept track of all six. And I kept track of the day you gave them to her.
That’s a lot of data. The game state grew and grew, slowing the user experience down (technical note: the game engine copies game state on every action so you can undo any choices you make.)
Now, I only keep track of the main character’s inventory and the total they own. Problem solved!
It may sound simple, but the hard part was making old saves backwards compatible. You shouldn’t lose any items from this upgrade. It’s important to me that you don’t have to restart the game every time I release, and this is no exception.
Also, some quest code needed to be rewritten. For example, the game used to let you bring Eva with you if SHE owned a collar and you owned a leash, but I don’t track what other characters own anymore. Pretty easy fix, but those changes added up.
Phew. I hope you all notice the difference. Wait, do I? No, I hope you never noticed the issue in the first place. But if you did notice, I hope you noticed the difference. Either way, enjoy! - Two wonderful people in the chat pointed out typos in existing scenes, one of whom goes by the name, “Comrade Soup Beans” (the other prefers to remain anonymous). Typos can really break immersion so I love when people inform me about the ones I’ve missed.
Many of you may not know this, but I injured my hands a couple years ago; I write most content with dictation software and, while the technology is a godsend, sometimes typos slip past my editing process.
If you’d like to help out, all you need to do is send me the sentence with the typo so I can find it. You don’t even need to explain how to fix it. - If you revisited a paginated passage, it would start you on the last page. Now you start on the first.
- I made a huge refactoring to the code that migrates old saves to the latest structure. It used to be in one big file and it was difficult to reason about. This refactoring means less bugs and less time spent migrating old saves in the future. I don't normally mention technical details, but I thought it was worth noting because this took was more effort than the performance improvement, and the performance improvement was a huge effort.
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