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 3)
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on Jul 15, 2009

I suppose you guys are not looking for statisticians .

I've done more (basic) statistics in working on my sins mod then you could shake a stick at. Granted a lot of that's because I'm trying to translate a tabletop game, but man would some more advanced stuff be useful. Try it, it may work.

 

On the subject of jobs, would you happen to have internship openings for people willing to relocate for a summer and not get paid and who are mostly done with their college? I'd be self taught in C++, but I know C and know java like the back of my hand, so it's all pretty familiar. Would you be interested in two years?

on Jul 16, 2009

landisaurus
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.

One of the current leads on World of Warcraft has a Ph.D in Marine Science.  You don't always need to be in computer science to do this stuff.

on Jul 16, 2009

Where do you go if all you've got is ridiculous amounts of creativity?

on Jul 16, 2009

Tridus
... One of the current leads on World of Warcraft has a Ph.D in Marine Science.  You don't always need to be in computer science to do this stuff.

My first job was cleaning tapes in a mainframe data center back in the early '80s. For a season or two back then, I fancied becoming a CIS engineer, not least because the university where I worked had a big factory for those degrees and my high school wanted me to do something technical or scientific.

But one evening, our on-site tech from IBM took a moment to do some 'amateur' guidance counseling. He told me to get a bachelor's in something generally useful like English because I'd be better off learning how to learn in college and then learning something specific in a workplace. That sounded very weird to me until he mentioned that his degree was in English. This was one of those suit-and-tie IBM dudes who crawled around in mainframe guts when things went very wrong.

on Jul 16, 2009

He told me to get a bachelor's in something generally useful like English because I'd be better off learning how to learn in college and then learning something specific in a workplace

Your advice is generally true if the idea of studying a technical field in college was to teach you how to do that technical field, but quite honestty it's exactly the opposite. Studies like computer science teach you how to code for a couple semesters, than they'll never help you again in that department. It becomes more about advanced theory and problem solving: What college is supposed to give you. It's one of the major reasons theres so many math majors out there, is because they become excellent problem solvers.

But yes-- I agree. Degree titles mean less and less in todays world. I would never work for a company that had X degree requirement, as it shows how narrow field of view they have. I almost got into it with a recruiter at a natural science career fair because the recruiter basically brushed me off because I wasn't a CS major (I'm an MIS major with cs minor). When I questioned his philosophy he mocked me and said no one but CS students pass our exam. I'm not sure how he can reach that conclusion when he only recruits at natural science fairs. I went and talked to the competeing company(which DOMINATES his) two rows over and ended up with a job offer 2 weeks later that I did not accept because I had one better.

 

on Jul 16, 2009

Luckmann
Where do you go if all you've got is ridiculous amounts of creativity?

journalism?

on Jul 16, 2009

Where do you go if all you've got is ridiculous amounts of creativity?

journalism?

No, no: you need to start a political blog!

on Jul 16, 2009

Where do you go if all you've got is ridiculous amounts of creativity?

journalism?

No, no: you need to start a political blog!

on Jul 16, 2009

Nice update. I hope all goes well on the trip.

On the topic of jobs, I always get killed on the "relocate" componet... 

on Jul 16, 2009

Spartan
Nice update. I hope all goes well on the trip.

On the topic of jobs, I always get killed on the "relocate" componet... 

maybe you can beat up kryo until he can't do his job then take his place.   Since he's workin' remote.  (I think island dog is too)

on Jul 16, 2009

As this gawl-danged innernet ages, I'm getting pretty convinced that you're more likely to get fully remote work if you're a contractor (1099) than if you want to be an employee (W4).

On the whole, folks who are at least adequate managers tend to need to share physical space with their subordinates. (It's a primate thing, I suspect.) Add the overhead that goes with a traditional FTE salary line, and it is little wonder that most employers want to be able to put their hand on your shoulder and ask you to work more than the forty hours your contract specified for the week.

on Jul 17, 2009

I appreciate the work done on fonts and shading, I am confident that it will make the game even better.

However, the things which made MoM an epic game were not fonts and shading, it was the depth of the gameplay.  The multitude of units, heros, spells, the depth of the tactical battles, the joy of exploration and city building and the difficulty of winning against the AI.  Thes and other elements of game richness, such as the complex economy you discussed earlier, are what will make a great game.  I would encourage you to remember that depth and complexity of the game are what make it a classic success, not flash and eyecandy.  While depth flash would both be nice, if you can only do one well, make it depth.

Thanks!

on Jul 17, 2009

maybe you can beat up kryo until he can't do his job then take his place. Since he's workin' remote. (I think island dog is too)

Somehow I doubt my pay could sustain Spartan's uber-computer

on Jul 17, 2009

cleflar
I appreciate the work done on fonts and shading, I am confident that it will make the game even better.

However, the things which made MoM an epic game were not fonts and shading, it was the depth of the gameplay.  The multitude of units, heros, spells, the depth of the tactical battles, the joy of exploration and city building and the difficulty of winning against the AI.  Thes and other elements of game richness, such as the complex economy you discussed earlier, are what will make a great game.  I would encourage you to remember that depth and complexity of the game are what make it a classic success, not flash and eyecandy.  While depth flash would both be nice, if you can only do one well, make it depth.

Thanks!

 

Well the good news is I don't think Stardock knows how to make an ugly game. And so far they have batted 1000 on gameplay as well. I am with you, I would prefer an ugly game with that special sauce that made MoM a great game than to have a beautiful game with no depth. I am with you the TONS of spells and huge variety of units were critical, and the possibility of a complex economic model has me drooling. In ~ six weeks we will begin to see how well our hopes and expectations are met!

on Jul 17, 2009

However, the things which made MoM an epic game were not fonts and shading, it was the depth of the gameplay.

Yes, but crappy fonts can really ruin a game. You'd be suprised how much time gets spent on any software project just trying to get simple things to not suck. Not look awesome, just not suck. Even stupid crap like a build script that you've spent 2 days messing with because the OS is convinced you've got a file open from the last compile when you really don't, so you have to throw in a loop to delete the previous compile, retrying on failure...

Seriously, they're not dawdling time on something like fonts if it doesn't matter. Have a little faith in their skills.

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