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Rivalry is a hotseat game where two players take turns moving their rag-doll character’s limbs and weapons using the mouse until one is victorious. While the beginning stages of each game captures the strategic essence of swordplay, as damage and limbs are taken, the endgame turns rather Pythonesque.

Imagine a game that's a turn based strategy game, mixed with a side scrolling fighter and then add some rag-dolls and you've got Rivalry.

As the result of a successful Kickstarter for the marketing on his game at PAX , 14 year old Kew McParlane is presenting 'Rivalry', playable wireframe of his turn based two player sword fighting game of deep strategy and hilarious fun.
Rivalry
Kew McParlaneDeveloper
My64KPublisher
2016-01-22Release
🎹🖱️ Keyboard + Mouse
Very Positive (321 reviews)
VR Support
Public Linux Depots:
  • Rivalry Depot - Linux [127.28 M]
Rivalry Status Update #27 - Attempt At Optimising Frame Recording

This weekend I attempted to optimise the way frames are recorded during a fight. I did this by only having a limb's geometric transform recorded when it changed from frame to frame. I did this by having each limb return a value of null when it's transform hadn't changed. This would use less memory because now less information was being stored.

On playback when displaying each limb's transform, It will now seek back previous frames until each limb found a value of itself that wasn't null. This is to ensure that each limb always has an accurate value and so it can pick up where it is supposed to be on the screen no matter where it has been placed on the timeline.

However, when comparing this new optimisation with the current version it failed to make any impact on the memory usage. Even when I compared it to a version that didn't record any frames there was no change in memory usage. This has led me to believe that it is because of possibly a memory leak.

I know that it's storing less frame information but I am unable to measure its effects until I have located the memory leak or have determined that it is not a memory leak and is a feature of Unity.

On a more positive note, with these changes, I have managed to create a system that records down the minimum amount of information. This will greatly aid the network feature as now a substantially smaller amount of information has to be sent across the network.

[ 2016-12-11 08:42:05 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 12.04. SteamOS
  • Processor: 2.4 GHz Intel Pentium 4Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: 720p display. Any graphics card since 2004 should work.
  • Storage: 300 MB available space
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 12.04+. SteamOS+
    • Processor: 3.4 GHz Intel i7Memory: 4 GB RAM
    • Graphics: 720p+ Display. Intel HD Graphics 4000 and higher. ATI Radeon HD-Series 4650 and higher. Nvidia GeForce 2xx-Series and up
    • Storage: 1 GB available space
    GAMEBILLET

    [ 6520 ]

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    3.93$ (21%)
    39.95$ (11%)
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    17.75$ (11%)
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    3.4$ (91%)
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    3.06$ (74%)
    2.25$ (85%)
    1.05$ (85%)
    0.63$ (87%)
    3.4$ (83%)
    4.25$ (57%)
    0.6$ (91%)
    1.58$ (77%)
    1.19$ (83%)
    7.65$ (74%)
    4.25$ (79%)
    1.58$ (77%)
    0.68$ (91%)
    30.0$ (50%)
    1.35$ (92%)
    2.76$ (86%)
    1.84$ (74%)
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    0.43$ (91%)
    1.02$ (87%)
    1.28$ (91%)
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    2.17$ (87%)
    0.85$ (91%)
    MacGamestore

    [ 4798 ]

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    1.99$ (80%)
    4.99$ (83%)
    1.49$ (85%)
    1.24$ (75%)
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    13.99$ (22%)
    1.09$ (91%)
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    4.89$ (84%)
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    1.19$ (76%)
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    2.99$ (80%)
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    1.89$ (81%)
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