Week 10: Approaching the Final Curtain, and a Push to the End
June 1, 2026
Hello, and welcome to what seems to be the penultimate blog post for my project! As I’ve mentioned in the previous posts, all that remains for me is to finalize the demo and create the concepts for the remake, and then tying it all together in the final presentation. This blog post is going to be a similar layout to week 9, listing out the features I’ve added and my discoveries throughout.
Optimization – I’ve mentioned that the frame rate was low in the initial video demonstration of my gameplay, and that was due to the fact that I essentially had my gameplay running constantly on an On Update script of a single actor. This is incredibly inefficient, as it was basically checking move sequences for every single tick (basically the system’s smallest unit of time), which, as you could imagine, slows down processes considerably with the five different moves I’ve programmed and their effects. This was fixed through some trial-and-error moving event blocks to the On Interact tab of the actor instead, where the check would only occur once when the player initiates a certain action. This fix led to huge improvements in performance and made the game overall more enjoyable, instead of getting choppy frames and misaligned inputs. This also means that I can add more to the gameplay loop without worrying about performance drops, meaning it made way for the next feature on the list.
Gameplay – With the smoothing of performance, gameplay became much more enjoyable. On top of finalizing all the moves and fixing associated issues, I also added things absent in my last video – music and sound effects courtesy of Yogi (and those affiliated) and Coffee ‘Valen’ Bat, respectively, on Itch.io. Furthermore, I added two more enemies to the existing slime seen in the first video: one slightly stronger enemy and one boss enemy, and I also made some adjustments to the balancing of stats for both the player and the enemy to make the game more enjoyable.
As you can see, I’ve applied the codename “Project Legacy 0” to the project, and as I’ve mentioned in the description, the concept for the remake is “Project Legacy R” (R for remake!). Now all that remains here is to create the tutorials and the starting scenes where the game should take place (only around 2-3, not much to do there besides making the map and placing enemies), as all known bugs are done and dusted.
For week 11, I’m ramping up my work even more, as I have much to do from creating the presentation to actually making this game playable! See you then!
Reader Interactions
Comments
Leave a Reply
You must be logged in to post a comment.

Hi,
It’s clear how much thought and effort you’ve put into this game! I really like the attention to detail, and your entire project has made me appreciate how much work is put into making a game like this! Do you think you’ll keep working on this (or other games) in the future, and will you try to make it public in any way, or are you just making it for this project specifically? Gook luck making the presentation and finishing the game!