Hello, everyone! I’m back with more news about what’s going on under the hood for Chain Gang Chase.

Firstly, I’m going to talk a bit about LibGDX. LibGDX is one of the big code libraries we’re using to develop our game, and we’ve found an interesting quirk with it this week. In order to draw images on the screen so our players can see them, we use a bit of LibGDX code called a SpriteBatch. The SpriteBatch works by taking in all of our commands to draw things and holding onto the images. When we make another command, it will draw all of those things at the same time. It’s more efficient to draw bunches of things at once instead of readying the SpriteBatch each time we want to draw a single thing. However, there is a limit to the SpriteBatch’s efficiency. If we tell the SpriteBatch to draw at least 129 things at a time, it takes almost four times as long as it does to draw anything less than 129 things. Once we figured this out, we fixed the issue and it ended up making our game’s framerate on OUYA much better.

Our artists are really busting their backsides now to get great art into the game. The next time we have a live playtest, you’ll see much prettier terrain tiles. We also have some nice prisoner run cycle art coming up that you might spot too. Lastly, we’ve had some concerns come from inside and outside of the development team that the game might be a bit too hard on Rookie Cops who are still greatly outnumbered by the Convicts. I wish I could say more about our fix in testing for that, but I’m a bit…tied up at the moment. All of you will probably get to see that on the next live stream as well.

That’s all the time I have for now! Keep watching all of our usual outlets for more news as it comes up. Have a great week!