Optimization took center stage this week. I needed to speed up the game loop when there were multiple actors on the screen. I also wanted to reduce map generation time.
- Optimize map generation and game loop. As usual, the main culprit was string manipulation in debugging statements. I wrapped all informational debugging statements in a check for a debugging flag to avoid string allocations.
- Different tileset for final demo level. It’s basically a palette swap of the cave tileset used for the first two demo levels but it still provides a strong contrast.
- Bug fixes and minor improvements.
- Slowness when multiple actors are on the screen at the same time.
- Terrain panel hidden when player dies.
- The Descent action no longer generates an extra move before going down the stairs.
The remaining tasks for the demo are:
- Major bugs fixed (90%->92%)
- Balancing: (65%)
Next week, time permitting, I should be able to close most or all of the remaining known bugs, leaving balancing as the last task to complete for the demo.

