1.4 Update (new world creation)


I have received numerous reports that this game crashes while travelling through a portal to a new realm. This was an annoying issue to deal with, since the game would not crash for me while in developer mode. Outside of developer mode I could get the game to crash, but it wouldn't tell me what was causing the issue.

After checking over all of my code several times, I concluded that there wasn't anything that should be causing a crash. I did, however, have a suspicion as to what the issue might be. My world generator was rather inefficient. It would pick a location in a 5x5 grid to start building the level from, and from there it would randomly move to an adjacent location. If that location was empty, it would generate a new room and reduce the "remaining rooms" counter by one. If that location already contained a room, it would simply move on from that location without reducing the counter. Each time the generator moved rooms, even if moving between rooms that already both existed, it would try to lay down a path between them. This resulted in a somewhat organic set of paths with central areas feeling more open than the periphery. I liked the way this looked, so I didn't bother trying to make a more efficient generator.

My suspicion is that on occasion the RNG would send the generator back and forth between existing rooms repeatedly, resulting in the same code being run many many times without any input from the player. Perhaps the operating system saw this as a serious performance issue and aborted the process. I don't actually know if that's the case, but given that the game only ever crashed when run as the standalone executable, I'm assuming that something like that was going on. My developer build didn't have this crash, and I received a report that running the game on administrator mode also fixed the issue.

Regardless, this wasn't a great state to leave the game in, so I finally decided to just rewrite the world generator. It should now be much more efficient, since it's impossible for the new generator to do the same task over and over. As a consequence of this, there are fewer paths connecting rooms than there used to be, so everything will feel more angular and constrained than before. I guess this technically makes the game slightly harder, since there's a higher probability of a path being blocked off by an encounter than there was previously.

Initial tests with this new build seem to indicate that the game no longer crashes when using a portal, but given how I was completely unaware of the issue last time, I wouldn't be surprised if I somehow missed an issue again. I did do more testing outside of the developer environment this time though, so I'm hopeful that this sorts things out.

Files

AstralPath1.4.zip 25 MB
Version 4 Apr 16, 2023

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