Monday Screenshot 4/13
In the new Solomon's Keep, I had to add a new feature: persistent corpses. This is not for the purposes of "showing carnage," but, rather, serves game function. I had to have persistent corpses because the necromancer class works with them. I also find that persistent corpses in games are very helpful for keeping track of where you've been.
In this screenshot, the corpses are placeholder graphics-- making persistent corpses in a game is a surprisingly difficult task, because they pile up and become a permanent part of the drawing pipeline. Games usually cope with this by making the corpses vanish after a time. I am hoping not to do that! Therefore, they have to be optimized above and beyond anything else you will see. In Keep, the task is made even more difficult by uneven terrain, stairways, pits, etc, that force them to be more complex than they would need to be in a completely flat world.
Comments
Maybe instead of infinitely spewing laggy corpses into a room, some corpses get back up after a while and fight again? That way no infinite body lag.