Brad Wardell's site for talking about the customization of Windows.
Published on July 11, 2009 By Frogboy In Elemental Dev Journals

This week our friends from Ironclad were visiting to discuss strategy on an assortment of future projects.  One of the fun things was showing Elemental and comparing notes on different engine techniques – ways of doing cool stuff on screen without having requiring crazy hardware.

One of the things the team here has spent some time on is on fonts.  It’s amazing how crappy font handling is in Windows IF you’re not putting it on a dark background.  DirectX 11 apparently will fix this but then, how many of you have DirectX 11 video cards? So in 2015, we can look forward to easy to have nice fonts.

If you look at some of the early Elemental screenshots that show UI, the fonts are awful looking.  That’s fixed now. W00t.  But it’s amazing how much effort it took to create a font system that works on a light background.  Next time you look at a text-intensive game on the PC, look carefully at the background. How often is it a light background? Ironic given that outside of games, that’s the norm.

Cleaning things up for the alpha

Elemental_Es_10-22-08 copy Another thing we’ve been working on is getting things ready for the alpha.  Now, originally the alpha (beta 0) was going to come out in June.  Then Demigod happened and I had to pull a bunch of people off Elemental and put them on Demigod to help get things to where we wanted them to be (at least in the areas that we could help on).  So we lost easily a month, possibly two.

Fear not, this doesn’t mean we lost 2 months off the overall schedule.  What it means is that we lost 2 months from the time we start taking the technologies developed and assembling it into a game.

To make up for those lost 2 months, I assigned myself to the project.  I’ve even moved out of my nice corner office and am in the lab area with the rest of the team to help focus on assembling the techs together to make a cohesive game.

To put it in perspective, for a game with a 1Q release, I don’t normally get intimately involved until 4Q.  So in this case, getting involved in June let’s us move into the iterative development process earlier.

That said, on Tuesday I’m heading out on a working vacation up north. I’ll still be around but I won’t be in the office.  I have a lot of overall Stardock stuff to work on (the annual business plan and lots of legal/accounting and other boring stuff is what I work on during July traditionally and I try to do that from somewhere that involves swimming or other distractions in between mind numbing balance sheet projections, updating the standard contract agreements, reviewing the latest tax statues, and this year investigating the difference between Python 2 and Python 3 and seeing if I can get Visual Studio 2005 to work with Python 3 as opposed to just Visual Studio 2008.  So that’s what I do in July.

The downside is that that means that the alpha version of Elemental won’t pop out until August. The current working release day for the Alpha is August 6 with the public beta being September 2 so mark your calendars. No promises but that’s what we’re aiming for.

Jobs

BTW, we are hiring right now across the board at Stardock.  Particularly for game developers, animators, and artists to work on Elemental and other game-related projects and even general software.  Email [email protected] if you’re interested. Must be willing to relocate to Michigan (Plymouth area).


Comments (Page 2)
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on Jul 12, 2009

I have a few more years to go for school! Agh... well at least we know when the alpha is!

on Jul 12, 2009

The steady march of time continues and Elemental's development along with it.

on Jul 13, 2009

I'm curious to hear what Ironclad is cooking up for the next main project (or perhaps as the next major part of the Sins project?)

 is the alpha the same as beta 0?  I thought they would be different (adding yet another stage), oh well.  I guess August 6th really isn't that far away.  Only problem is it means my current job may be going into overtime to get release in time for christmas, and I'll have less time to chat about the alpha.

 

speaking of jobs. I know I'm willing to relocate to Plymoth Michigan, I hear its nice there.

on Jul 13, 2009

Thanks once again for the nice updates. It's good to know where the game stands.

 

Enjoy your vacation

on Jul 13, 2009

Well, honestly, given the quality of Stardock stuff, and the promise of patching, they could release it March 31, 2010, in a beta form, and people would probably think it was a well polished first attempt that needs some patching, which Stardock has a rep for providing.

Right now, Stardock is reaping the rewards of its good reputation, and deservedly so.  Many other publishers with the delays, we'd be worried, gnashing teeth, and possibly there would be some blood on here.  Stardock's transparency also helps here as well.  The fact that things are peaceful here is largely the result of Stardock's business strategy and customer service, and other companies can learn from this example.

 

Generally, gamers are ok with delays if they know the reason for them.

 

One suggestion I would make though: consider an "open alpha?".  No idea if that would have any cost on your end though.

on Jul 13, 2009

I gotta say I really admire you guys that can do both game development tasks and run the business end at the same time. Once you wrote 'balance sheet projections' I had to avert my eyes from the screen... I wish that there could be time in life for everything, but the thought of doing a whole month of that kind of stuff terrifies me! I bet you never get to just sit down and play a game?

on Jul 13, 2009

One suggestion I would make though: consider an "open alpha?".  No idea if that would have any cost on your end though.

Given Alpha and Beta are only 1 month apart, opening the alpha seems sort of pointless. Sounds like they want essentially a sanity check in alpha. Is it running on multiple systems/video cards, is the install not mangling things, etc. You don't want to open a beta and have 80% of the problems all be the same identical show stoppers.

on Jul 13, 2009

Yeah, at this point the alpha will largely be a "does it actually work on a wider array of configurations then we have in office?" type of check. People who get that should expect a lot of bugs and things not working terribly well, not a fun game.

Honestly if you're just eager to play and don't want to deal with problems, alpha is not good for you anyway.

on Jul 13, 2009

Hi all!

Sorry to be maybe nitpicking the first time I post here, but...
Brad, could you please, please, have someone change the home page for elemental?
Having it say
"Elemental is scheduled to go into public beta by June 2009"
is a bit unsettling.

Especially when you try to 'sell' the game to friends...

i know, I know... but not everybody does know stardock...

Anyway, keep up the good works! I trust it will be more than worth the wait!

on Jul 14, 2009

@plang:  That is why I don't let friends see the homepage when I'm trying to 'sell' the game to them.  

 

I just point to the forum and say "it should be here soon, play here until then" and most of them say "ah, I'll look into it when the 1st round of betas are out."   And I really cant' argue wit their logic   I've gotten a number of people excited about it.

on Jul 14, 2009

Speaking of the homepage, are we going to get any more Lore? I know it's probably a lost cause @ this point, but I am sooooo bored waiting for the Dayton Air Show........

on Jul 14, 2009

I happen to be off from work and home on August 6th, coincidence? I hope not, lol.

on Jul 14, 2009

@landisaurus: sure But I may have made the mistake already, so....

Anyway, they still are excited... But some are asking about the beta. Not that I got them to preorder mind you, but I really hope to have them do it once the beta are out.

on Jul 14, 2009

I suppose you guys are not looking for statisticians .

on Jul 14, 2009

I suppose you guys are not looking for statisticians

you should apply anyway.   I remember a guy from Valve saying that they have hired a guy for a position they never considered would be needed for a game company (I remember it was a very silly and extremely specific position, though  I don't recall exactly what it was)  but now they feel they couldn't do without him.

A statistician would be very handy for balancing or helping to contribute to codes and random number generators.   I would turn to a statistician to figure out the chances of certain things occuring that are more complex than basic 2-4 variable math.

 

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