Font Rendering and code refactorization: Kelvin Roman
Hello, dear readers! It's been a little while, approximately a month, since my last update, and I'm thrilled to be back in the saddle, ready to share some exciting developments with you. Life threw a curveball my way with a busy work schedule, which temporarily diverted my attention from this passion project. But rest assured, I'm back, recharged, and eager to dive back into the world of game development!
During this past week, I've been hard at work enhancing the core of our project. A significant chunk of my time was dedicated to a meticulous code refactoring process. The goal? To streamline the code, making it not only easier for me to navigate but also more efficient overall. Good code organization is the backbone of any successful project, and it sets the stage for the thrilling addition I'm about to introduce.
Now, the big news! I've laid the crucial groundwork for implementing font rendering in our game. Why is this such a pivotal step, you ask? Well, it's because fonts will play a starring role in elements like the main menu, pause menu, and the user interface (UI). Getting font rendering up and running early on is absolutely essential for our game's ultimate success.
In the realm of font manipulation, I turned to the powerful toolset of DirectWrite. This required setting up some components of the Direct2D API, including the creation of a DirectWrite Factory, D2DDevice, and D2DDeviceContext. Once those pieces were in place, the next challenge was to ensure the smooth integration of Direct2D with Direct3D, a crucial step for seamless rendering.
But wait, there's more! I've also embarked on the journey of importing level data. This nifty feature allows me to build game levels in another application and then seamlessly load my creations into our project. While I've successfully loaded the data into memory, it's still waiting for its moment to shine on the screen—a task that's earmarked for completion in the next devlog.
With the implementation of font rendering now in the bag, we've reached a significant milestone. We've laid down the foundations needed to kickstart the game development process in earnest. Our project boasts a suite of functionalities, including audio, input, textures, font rendering, and the initial stages of level loading. I must note that, due to the recent code refactor, some features like character movement and texture display are momentarily inactive. Rest assured, though, the code to make them tick is written and ready, just not called into action yet.
I want to extend a heartfelt thank you to all of you who have been following along on this journey. Your support means the world to me, and I'm eager to share more exciting updates with you in the near future. Until then, stay tuned for further developments, and I'll catch you in the next update!
Hidden In Shadows
Status | Prototype |
Author | 2308NostalgicGamer |
Genre | Platformer |
Tags | 2D, Stealth |
More posts
- Level Loading, all previous features integrated, sound with menu button presses...Oct 14, 2023
- Pause Menu, Main Menu, and Bug Fixes: Kelvin RomanOct 07, 2023
- Player Movement and Collision: Kelvin RomanAug 26, 2023
- Audio and Texture Initialization: Kelvin Roman 08/18/2023Aug 19, 2023
- Initial Project Setup and Blog SetupAug 12, 2023
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