A lot of small changes this week and bug fixings. Sometimes a small change can have a big impact on the structure of the game. For example, certain maps need to load sound activated in another map (sink, shower) for that I need to load the actions of the other maps but without loading the textures (only the textures of the current map is loaded in memory). For that, I need to be able to load only partially the map and be careful to not load things twice when the map is fully loaded. When the map is free from the memory only the textures are freed, the other data still exist in memory because I need them to not reset the map each time the player load and unload the map. This may sound simple but when you add more and more complexity each time, the previous solution to the problem : ”
For that, I need to be able to load only partially the map and be careful to not load things twice when the map is fully loaded. When the map is free from the memory only the textures are freed, the other data still exist in memory because I need them to not reset the map each time the player load and unload the map. This may sound simple but when you add more and more complexity each time, the previous solution to the problem : “What do I need to keep track of ?” change over time because the assumptions become more complex.
When I have the whole structure to modify this can take a day or two of trials and errors to see what is the best solutions, because most of the time I don’t remember why I have done something like that instead of something else. So when you change that you need to fix every others thing who broke because of that. If too many things broke in the worst case revert back to the old solution and think of something else is a good idea.
This problem should be done by now so I can continue to play test the game progress through the other levels. This change may work for the first level but maybe for the second level a new bug will appear.