The most important thing is to stay on top of what’s going on.
With all of the performance optimizations, I was surprised at how much of a performance win performance planner automatically did for us. Basically, Performance Planner is designed to take in all aspects of the game, and make sure each and every part of it runs better. The plan itself, performance planner, does this by taking in the game’s load time and how much of it is allocated to each part of the game, and if it’s going to be executed at all.
Performance planner takes in the entire game load time, so it doesn’t take much work to take into account the amount of time each part of the game spends. In addition, Performance Planner takes into account how much of the game load time goes into getting all of the game points, and how many of those points are taken into account.
In addition to the above, Performance Planner also takes into account the amount of time each part of the game spends in combat, and how much of that time is taken into account. So a game with a lot of combat, and lots of time spent in combat, is probably not going to be an optimal game for performance planner.
As long as the player is paying attention, all that is going to be computed is the total time needed to get through the whole game, not the time taken to get through a single segment.
That’s good to know. In the case of combat, you’re going to want to make sure that you’re getting as much of this stuff automatically as possible, because it’s going to be the best part of the game.
Combat is a lot slower than the rest of the game though. As mentioned before we have a lot of time to do it in, so the performance planner is going to get more stuff done, but it will probably still be a bit slower than the rest of the game. There are a couple of ways to address this.
You can either make it a separate task and add it as an extra-game-mode feature. That would allow you to automatically get things done when it doesn’t matter what you were doing. Or you can make it a separate game mode and just let players have a few extra actions to get things done.
Basically, I would like to have a timer running for every single action of the game, but if you don’t want to do that, you can still do it as part of the game. In other words, if you have to do the game on the fly, you could do that. You could do it with a simple timer and then run it.
It’s kind of like a version of the game where you are running the game, but you have to make time for it. Basically, it could be like a “game over” screen with a countdown, but you wouldn’t be able to complete the game until you make time.