Game Development with Win32 and DirectX 11 - Part 00.5: Concept
In this quick article, I will let you know what to expect in the future of this tutorial series.
Introduction
- Part 00: Setup (First tutorial)
- Part 01: The Basic Framework (Last tutorial)
- Next tutorial coming soon...
Due to my busy schedule, I will most likely not be able to add a new tutorial part on a weekly basis as I originally planned. I will try and publish new tutorials as soon as I can, but this is no guarantee that I will be able to keep it on a weekly schedule.
Game Concept
This was one of the hardest things for me to decide on. I already knew I didn't want to create another FPS-type game (there are too many tutorials on that already), but I also wanted to choose a style and genre that would allow for almost infinite expansion. In the end, I decided to write this tutorial for an open-world action/adventure game. I'm thinking along the lines of Grand Theft Auto, Red Dead, and Midnight Club (all produced by Rockstar Games). Now, I'm not going to try and copy them, but rather develop a game with a similar gameplay style.Tutorial Topics
Once we have a working game framework going, we'll start to expand onto more advanced topics. Some of these topics (in no particular order) include:- Skeletal and vertex animations.
- Full and proper physics engine (with physically adjusted animation).
- Advanced rendering technques (e.g. tile-based deferred rendering, HDR, global illumination).
- Client-server and client-client multiplayer support.
- Scripting language support (either Python or Lua).
- Procedural game generation.
- Xbox 360 Controller support with XInput.
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