Another week of zero progress :(. At least i got to see the new Star Wars this week so not all wasted.
I have now made up the mockup-art I need and it as ugly as hell. Done with the coding tests for the open world system so now it’s time to put it all inside the xbox one. Next week there should be images :).
No progress on Sussex this week as Kill to Collect was released and I got sick over the weekend. Only thing I made progress on is my alchemy skill in Skyrim :).
This was a week without any coding. My time was instead focused how the technical limits will effect the design of the game. If the game concept is stillborn by technical issues there is no point of making a techdemo. So i looked over it and got the main issues solved, mostly related to saving the game. The rest of the time was spent on writing more design to keep the theme of the week going. For next week i will do mock-up art and more coding.
Brace yourself programmer art is coming
Right now I play three massive multiplayer games. I play for a few weeks then pause for even longer and then play some more. Never manage to keep up with my friends that marathon plays for months straight at the start of each expansion. I also play mostly PvE and so it’s like a massive multiplayer online single player game for me. I explore the world at my own pace and sometimes my heroic gear friends drop by to see how I’m doing.
No one is surprised to learn that one of the games is World of Warcraft. I played the same mage all the time and my played time is now 43 days, 10 hours and 31 minutes. To much really.
The second game is Star Wars: The Old Republic. I’m on the dark side and do the evil deeds for the good of the Sith empire.
The last game is The Elder Scrolls Online. As anyone can see from my cloths I have not played for long. Not sure if i like it yet. See how it turns out.
Added two more games to reviews, Broforce and The Westport Independent :(.
Started on Skyrim for a second playthrough and this time with a High Elf. The plan is to side with the Empire and teach the stormcloaks a lesson in dark and evil magic.
I need to find a staff or something. No respectable wizard would use an axe.
After screaming at the shader compiler for two weeks I feel like I had a good enough understanding of DirectX12. As a bonus I also learned the development environment for the XBox One. With the ability to put pixels on the screen I took some time to think of my next move. The obvious thing would be to add more code and turn it into a useful DirectX12 graphics framework. I decided it would be a waste of time as I should focus on the techdemo and not the side effects of it.
So my next step will now be on the open world part. Setup the rules and limits for the open world and work my way back to the things I need for the rendering and the multicore system. That way I can focus on things that only add to the final end result. So this week i will do design and some more Maya to create the mockup art needed. When I need a break I will spend it cleaning up the code.
But first I will play some games. Did all the coding this week listening to the soundtrack of all the The Elder Scrolls games. Time for a replay of Skyrim.
At first i missed setting the number of parameters in the root signature.
Then i had the projection matrix set in the wrong way, Everything was compressed down to a single plane.
Now i only need to add a open world around the car and i’m done.
So after one week of nights with DirectX 12 I’m somewhat confused. The basic concept of DirectX 12 is easy to understand. The problem is that many guides and tutorials refer to DirectX 11 that i never used :|. So there will be one more week with DirectX 12. The first step in it will be to get the PIX tools to work so i can get some real debug help.
I have also spent some time with maya this week to get good enough to create the mock-up art. No need for animated things so i only do the most basic box, extrude and boolean operations to create the meshes i need.
Next week i hope there will be some images to show :).