Elemental: Dev Journal #32 - Late Game Optimization

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Elemental: Dev Journal - Late Game Optimization

We are in the exciting world of late game optimization. Got a saved game that was on turn 800. Anyone getting to that point in any 4X strategy game has found themselves in the "there be dragons" area of gameplay. In Elemental's case, of course, there are actual dragons.

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The first thing we wanted to look at was optimizing the loading of saved games. An 881 turn game has a lot to load so finding ways to cut down the time makes getting back into the game a lot more pleasant and makes having to undo a mistake a lot less painful.

I know a lot of players don't like the idea of being able to just go back to an autosave, but I will admit, if I've got 800 turns into a game and I accidentally lose my entire army, I'm probably going to want to load from a saved game.

Designing units

One of the game's defining features is the fact that you can design your own units.

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At first, your units are fairly mundane but as the game progresses, you get access to more and more magical elements to really make these characters yours.

This is an area I think we will probably want to highlight (most new players don't even realize that they can create their own units) as well as expand on with more customization options.

Next Up

We've been quietly releasing small updates to address bugs and other issues that have come up. If you're a regular player, hopefully you've noticed things getting a lot more consistent in gameplay.

If there's something you guys would like to see in the very near future let us know in the comments.

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