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Can't wait to do the same with Medi in Galacticare
Which website? We maintain a few :)
The game is well and truly in maintenance mode and has been since 2018. So the simple answer to the question is: Of course we do, but there's only so much that CAN be done within scope.
The more in-depth answer is that despite it being in maintenance mode Patch 2.1 in 2021 delivered some significant performance optimisations more than doubling the FPS achieved in some cases.
There are limits to what can be done with WFTO however, it's built on a now very aged version of the Unity Engine and has plenty of technical debt under the hood, the most egregious performance issue I'm aware of is the garbage collection stutter which can occur in heavy levels.
This is a problem with the engine utilising a GC algorithm not optimised for the type of game that WFTO is, it's a problem that's addressed in newer Unity releases but this isn't something that's easy to bring forward without an amount of work that is beyond the scope of WFTO's maintenance cycle as we'd likely have to rebuild significant chunks of the core game code.
It's simply the nature of development, of course everyone, players and developers want their games to run as smoothly and optimally as possible but only we as developers see the costs of undertaking significant refactoring.
Which when weighed against the need to progress on new projects to support the studio and the people who work here so that we can continue to support our families is a foregone concluision.
That isn't to say that we're not thinking about optimisation and performance moving forwards.
We've taken the technical lessons from WFTO forward and are applying them to our next game we've developed our own ECS and tech stack that allow us to easily utilise the power of multiple CPU cores and keep the game running much more optimally. Again this isn't something we can easily retrofit to WFTO because it requires the way the game is constructed to be entirely different.
Progress sometimes means that you have to say that something is good enough and move onto the next "big thing" doing that will mean that one day the next "big thing" will be a game that follows WFTO's legacy with all the lessons we learned from it and any title in between.
A fair question and I won't pretend to understand any of the intricacies on how our ECS (Ravioli) varies from DOTS and whether DOTS might be investigated for the next title or whether we'll continue to develop our own in-house solution. That's a question for the code team :)
But the answer as to why we didn't go with DOTS is simply that it didn't exist when we started building the technical foundations for Galacticare.
Development on Ravioli started shortly before War for the Overworld wrapped sometime around late 2017 and early 2018, and was already the working foundation for Galacticare by the time DOTS was announced and certainly before the first preview builds were available.
When DOTS was announced it was talked about but we knew it was a long, long way from finished and as we had already started and had a working ECS that we could build upon it simply made more sense to carry on rather than wait for Unity to catch-up.
I hope that answers your question :)