DEVLOG — Major Optimization, Map Rework & New Direction for Tawa

major update

Tawa : Lost in Time · build 22026674 · published

On SteamNotes only · this build shipped before we watched the app

The past few weeks have been transformative for Tawa.


🚀 Major Savanna Optimization

I realized that Occlusion Culling is extremely effective for interiors (caves, rooms, buildings), but not ideal for wide open environments like the Savanna.

So I:

  • Removed global occlusion culling

  • Reworked every object in the scene

  • Added proper LOD systems

  • Implemented distance-based deactivation

  • Optimized creature AI calculations

Result:

On some systems, performance improved from 30 FPS to 90 FPS, depending on hardware.

This also allowed:

  • 🌿 More vegetation

  • 🌾 More grass density

  • ❌ Fewer visible low-poly artifacts

  • 🌫 Slightly reduced fog

  • 👀 Increased visibility distance (still being refined)

More vegetation will be added in the coming weeks.

As of today, the loading time after the main menu is around 30 seconds. I’m aware that this is still too long, and optimizations are already in progress. The goal is to reduce it to around 15 seconds by tomorrow thanks to the improvements currently being implemented.


🗺 Complete Map Rework

The world structure has been redesigned.

Currently playable maps:

  1. The Savanna

  2. The Tropical Forest (platformer-oriented, in progress)

The tropical forest focuses more on traversal and tension.

There will be around 5 to 6 levels total.

The world is intentionally smaller but denser and more meaningful.


🦖 Compsognathus Integration

The Compsognathus are now integrated into the game.

There is no full combat system yet, as optimization comes first.

Long-term vision:

  • Some mammal encounters may be replaced

  • Compsognathus may take a stronger role

  • Large mammals may become more subtle environmental presence


🗺 Improved Map + Radar

The in-game map resolution increased from 1284 to 2024, improving clarity.

A radar system has been added:

  • Enemy detection

  • Planned: differentiate enemies, allies, important objects

I am considering:

  • Merging radar and map

  • Or replacing radar with a sound-based detection system

Tawa may stop, lift her ears, and detect distant sounds.


🌿 New Obstacles & Mechanics

New gameplay elements include:

  • Gravity changers

  • Wind blowers

  • Hollow logs for sneak protection

  • Temporary protection from dinosaur attacks


📖 Story & Lore

Phiso continues guiding Tawa in her search for her family.
Luma the dragonfly still warns of nearby danger.

I’m working on:

  • A lore cinematic

  • A narrative video

  • A stronger story structure