Devlog

Devlog #2: A new name, DirectX 12, and the night my monitor left

ยท TokkeBe

The game has a new name

Quick bit of news first: the working title, Leopard, is gone. The game is now Helion Rift. Helion is the power source the whole story fights over, and the rift is the crack that runs through that fight. Your rank is still Leopard Commander, because that name earned its place in the story. The old title was too close to a name someone else already owns, and changing it now is far cheaper than changing it after a store page exists.

A new name needs a new logo, and the logo has a crack running through the R. Here are three versions of it. My favorite is Logo B, but I would like to know what you think: what does each one say when you glance at it for a second, and which one do you like most? Tell me on Discord.

Logo option A: the words HELION RIFT in brushed grey steel letters with bevelled edges, with a glowing cyan crack running down the R.
Logo A. The version I had approved so far.
Logo option B: the same words and glowing crack, with a rougher, more worn texture on the steel letters.
Logo B. Same logo with more texture on the steel. My favorite.
Logo option C: the same words and glowing crack, with cleaner letter edges and an even brushed steel finish.
Logo C. Cleaner edges and evenly spaced letters.

The night my monitor left

While all that was going on, I was trying to answer a bigger question: is DirectX 12 any good for this game? To find out, I leave a test running overnight, alone. A recorded match plays back by itself while I sleep, and in the morning I read the numbers.

The first nights did not count. One was spoiled by a leftover search command from my own tooling. It used one thread of my 24 thread CPU for the whole session, which is 4.0 percent of the machine, and that was enough to fail the quiet machine check. The next night went worse. At 00:37 my monitor dropped off its cable and never came back. The game kept happily rendering into a screen that was not there, so every run of that night is void. I still do not know why the monitor left.

So now there is a check that the display is present before a run starts, and a stop if it disappears. On Saturday it refused to start, because the monitor read as absent again. I am choosing to call that a success.

What DirectX 12 means for you

There is a new setting in Video: Graphics API. Today DirectX 11 is still the default. I have a change ready that makes DirectX 12 the default in the next test build, but it is not in any build yet. If DirectX 12 cannot start on your PC, or closes the game early in a session, the game drops back to DirectX 11 on its own and tells you. I have not yet watched that happen for every kind of failure, so those checks are still on my list. I make no speed claim. It may run the same as DirectX 11, or slower.

Who owns what

Meanwhile, I zoomed in on something that has bothered me for a while: the player color. My exact words after looking at it were that it looks smashed on like a toddler making a painting. The shader is fine. The problem is which parts of a model count as the player's paint, because those areas were generated from whole chunks of texture instead of being chosen part by part. The fix is to redraw them panel by panel, so a team color sits where a person would paint it. Nothing is in a build yet.

The three factions are also getting a HUD of their own. The layout and the information stay the same, so you can switch factions without relearning anything. Only the look changes.

Dust, fog and a walker that does not walk

The three skirmish maps have a new dust look: the fog ends further out, and the sun has a warmer tint. The sun is not any stronger. I may still fiddle with it.

The ECA Kolos, the big walker, is getting a redesign. It is at design stage and nothing is built into the game yet. The current Kolos has no walking animation, which is a fair problem for something called a walker. I have no date and will not invent one.

Front view of grey clay Kolos walker designs in a row, labelled left to right: a 2 meter infantry figure, a tank, the current Kolos (rejected), then six redesign candidates named C1 Bulwark, C2 Lancer, C3 Ape, KA, KB and KC.
Redesign candidates in grey clay, front view, next to a 2 meter soldier and a tank. The old Kolos is the third from the left. It was rejected.
A Kolos walker seen from the front left, standing on two flat feet against a grey background. Olive and tan armor plates with rivets, a green hose, and a flame arm on each side with a purple and gold heat tint at the nozzle.
The Kolos with its first wear and scorch pass, rendered in Blender. Not in the game yet. In development.
Two close-ups of the Kolos flame arm. Left, labelled Before: a flat white placeholder. Right, labelled After: dark heat treated steel with a blue and straw coloured heat tint at the nozzle, soot and wear.
The flame arm before (a flat white placeholder) and after: heat treated steel, a blue and straw heat tint at the nozzle, soot and wear.

Also

What is next

See you next time. I will be the one checking whether my monitor is still plugged in.

TokkeBe

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