- My Tweets
- Console (21)
- Dailys (30)
- Game design (7)
- Lua (6)
- Photo (5)
- Projects (193)
- Random Ramblings (62)
- Serfdom (126)
- Spinning Cubes (73)
- The Arts (337)
- Uncategorized (13)
- Zeropointgameplay (2)
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.
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.
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.
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 :).
From now on i will write weekly posts on how my Techdemo it is progressing. To make it more easy to write about i have given the project a public name, it will now be called Sussex. It already have a better project name but a google search of it give to much of the game away :(. The name is a reference to HMS Sussex, a ship of the line of the English Royal Navy that was lost to a storm in 1694. No point of fooling myself with the chances of a techdemo surviving into a real game :).
I did write up the plan for Sussex this weekend and there are four areas i need to focus on. They are DirectX 12, Multicore, Rendering and Open World. This week i will focus on DirectX 12. The game itself could work with DirectX 11 but i need multicore anyway and 12 sounds more cool then 11. See how it all turns out next Sunday and with a little luck i have more updates for GameDev Pensieve on DirectX 12.
I use mercurial for my personal projects but i like the contribution box on github. So I made a small python script to generate a contribution box for mercurial projects. It takes the paths to the local projects and writes down a html file. Now I use it as part of my start page to give me a hint to keep coding each day. The code for it can be found in the dailyhaxor repository on github.