Eldabyss - Updates and Announcements Forum

I will tell the people that I know play roguelites, platformers, and that other stuff.

this game is fun
Screen recording 2025-02-12 9.24.27 AM

NewBloodSprays

Updated blood effects

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that is really cool!

I was wrestling with whether or not to show this. Because it’s not a major part of the update (yet), here’s something I’m working on: https://www.youtube.com/watch?v=QDTypM70OYE

Edit: embeddable link, hopes and prayers

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If you’re willing to answer; how did you make all the levels load so well despite most of them being so big? All the levels in my game are large and take 2-3 minutes to load while yours which are either bigger (or not) load almost instantly? How did you guys do that? It’s actually very impressive

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On paper this sounds complex, but in execution it really isn’t. It has to do with a few tricks involving merging collisions and object sizes, parents, determining what to display and not display, and what to give collision and not give collision to at different times.

  1. First and foremost, from the very start of development I had basic level optimization in mind, the way I did that was with tilesets. Basically instead of individual 1x1 blocks, I made incredibly large textures of every block in the game more rather. For example, there could be a Large tileset that is 16x16, a Medium that is 8x8, a Small that is 4x4, and the original 1x1. I alternate between these throughout the levels, which allows me to make large, immersive environments without sacrificing performance. This in turn also allows much longer levels.
  2. Every object considered a Surface of some kind is all grouped under one giant Parent object I called a SurfaceParent. This allows me to run as much code, if any, for every individual object, while only utilizing the workload of a single object, rather than all of them.
  3. InView behavior. Incredibly useful. You may not notice it, but Alpha actually impacts performance a lot, alongside Enabled. When a surface object is on the screen and loaded, I set its Alpha to 100, and I enable physics using the Enabled behavior. Contrastingly, when it’s off screen, I set its Alpha to 0, and I disable its physics, essentially offloading the object.
  4. For levels that involve infinite scrolling (such as the train level) I do a few visual tricks that save SIGNIFICANTLY on performance. The train itself isn’t actually moving, the background is, so no physics are in use. To give it that “bumpy” look, I just shake the camera up and down. The background is preloaded into the level, and each column of tiles moves backwards using an Always and a Position’s +x input. A check is constantly ran on the side that waits for each column to pass a certain position. When that happens, it resets back to its origin point, giving it a seamless look without frying your CPU/RAM.
  5. Preloading in general. That loading screen at the start isn’t there for no reason, there are actual processes being handled there for the game’s performance.

There’s certainly much more happening under the hood; but hopefully this should cover the basics for you.

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its gonna take me like 1 hour to read all that

ooh all of these are actually very simple – had no idea that alpha even affected the performance

Thanks a bunch!

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Eldabyss is on sale at -33% off! Get it!


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once I get a personal computer, I will get this game.

IMG_9970

TWluZEluU3Rhc2lz

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woah, that is really cool!

I know this post is old but I lowkey thought it was a yt link :sob: I thought I was smart for a sec.

New video:

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A quick announcement.

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Hey all, I’ve got some difficult news to share.

After very, very, very long consideration, I have came to the conclusion that Eldabyss (the one currently released on Steam) will unfortunately have to be obsoleted. This is due to a variety of factors, many out of my control, as well as schedule changes and overall built-up disappointment for the project.

For starters, as the game was developed, the engine we use, Flowlab, and its updates introduced more and more bugs, and with each one I attempted to fix, it felt like five more would pop up sooner or later, and I can’t keep the game held up with that condition. Even with a version lock for most of the game’s development, bugs from new features bled over regardless thanks to Flowlab’s cloud-based focus. This is not a jab on the engine - but it is what did a high amount of damage to the project. To add onto that, as the team expanded, it felt to me that my original vision as the Lead of the project became obfuscated, and eventually, entirely lost, once again, not a jab at the developers, but a result of miscommunication and misunderstanding. All of these factors ultimately turned this from a passion project into a burden to carry, and I feel I’m doing a disservice as a developer for having dragged it for this long with nothing to confidently move forward with.

I want to clarify that this isn’t a lack of effort or care, I alongside the rest of the developers have tried everything we could, tried reducing scope, tried remaking things, the whole works, but at some point it was like beating a dead horse.

I apologize for the let-down. I didn’t want to make this decision, but I feel it is ultimately what was most responsible. Don’t lose hope - this game may be revisited someday in the future with a remake (not relative to HnH), but as of now, the first entry in the Eldabyss series will have to be laid to rest, unfinished.

As a last ditch effort for the game I plan to make it 100% free for some time - so, in case you wanted to play it for a while, you’ll be able to go ahead and grab a copy during that period.

Thank you for all your support throughout these years, and I will promise you something amazing in the near future.

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100% getting this

1 Like