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RE: IBT Survival Island Game - Progress Report Twenty Six
That'll make a home base difficult won't it? If it's based on distance and players keep all of their actors in one place that'll slow things down as the player progresses.
From what we can see most of the game designers (open world games using engines like UE4) leave everything on as Actors. We can see this when playing the games, it lags and there are delays when you go to interact. This comes from a point of view that the players should have gaming rigs - so who cares If the game forces you to upgrade your computer to play.
I come from a poor background, I built my first computer out of office parts dumped an XT; so I know not everyone can afford expensive gaming rigs, and like Steem I like to build things everyone can play. So if you can use Steemit, you should be able to play in at least a low res mode. This is also why we are trying to build the base game for free to play..and for those who really enjoy and have the means have a few DLC (but this isn't a pay to win DLC...it's more of a extra missions or extra bonus's just for Steemians, linking with prizes etc potentially).
...Trying to understand your question fully, but yes while you are near the home base (camp site) it is likely to have more activity around it and thus potentially more actors slowing things down; it's the combination of two things that change the object from a 'pretty object'(static mesh) to an 'interactive object' (a actor). One is the distance, get so close, but this alone is not enough, the other is the act of pressing a key to interact and then convert it into an actor for the interaction. It's not as simple as this for all objects, but probably this is the easiest way to explain to less techo people - But yeah essentially you are correct there is a greater likeliness that multiple actors will be in play around the base, because of the complexity of the character and game etc; still, it's no where near as bad with this 'fix' created.
It's a bit difficult to explain as I didn't fix this one, but the trick is to destroy the 'pretty object', replace it instantaneously so the player doesn't see it with an 'interactive object' when the two requirements are met. Once the interaction is complete return the object back to it's previous 'pretty object' state. It's a rather elegant solution for a problem that I can see most game creators face.
From my perspective the game must run on a avg persons laptop these days, we want people who use social media like Steem to enjoy the game - especially more when we integrate with the blockchain. At the same stage the UE4 engine can really crank the graphics, so we want those who have the powerful PC's to benefit as well. In the end we will create a reasonable compromise...hopefully :)