Workers causing lag and adventures in walking across large maps

So it's update time again  :)  Here are some recent things I've been working on in the game.  I noticed that everytime a worker chopped down a tree in my game, there would be a very large lag spike happening.  It turns out that workers were calling a path update function that was largely not necessary (at least I think so lol).  Once I fixed that, the lag spikes disappeared -- which is excellent.

My most recent work has been on finding a way to have a large group of units move across a large-ish map without taking 6 years to calculate a path (yes I'm exaggerating a little, but you know).  The system I came up with to resolve this is not perfect, but I think it works okay.  I decided to use "waypoints" and essentially break each unit's path up into smaller (more manageable) paths along the way.  It took a bit of thinking in order to make this happen, but the good news is that it works for the most part!  Here's to hoping.

Chow for now.

Some current "state of the game" information

Hi all,

Well just wanted to give a little information on how the game is going.  The main thing is:  It's going!  lol.

During the last month, I've been working more on the building construction system I currently have.  I've also been adding more buildings to the game.  As are most things with game development, it can be tedious at times.

In addition, I've been tweaking shaders, adding one or two more characters/units into the game, adjusting attack system behaviors etc.......  There's so much that still needs to be done though, like unit selection icons and adding another resource system (but that's just two out of probably a thousand more things that need to be done).  It's challenging, but a lot of fun.  

Until the next blog post (hopefully)

Velo (a.k.a. the developer of this game, of which the name has not been released yet)