QoD XO devlog 3

Last time we talked I was porting the engine to run on the actual Xbox One hardware, since them I managed to port the whole engine, it’s now running (not 100% stable), sound, rending, and input, all working. Since that part is a bit better now I decided to focus some time on new content, such as localization, the new dungeons and stuff that still doesn’t properly work with a controller.

Almost the entire game is now fully playable with the Xbox One controller but there are still a couple of things that I’m not happy, such a way to check the active buffs/debuffs and properly using ranged skills that don’t use enemy targets, like Teleport or Summon. I need to find a way to make this coherent with the rest of the game.

qod_active_buffs

Another thing that I’m concerned with, is the font size on TV’s, some parts of the game are heavily text based, such as items descriptions etc, on smaller TV’s it may be hard to read, finding the right size is not easy. I’ve been considering having an option for scaling the text, but this would break all the UI, so I need to think of a way to solve this. I also need to rework some parts of the game to accommodate for TV safe areas, some televisions can hide up to 10% of the screen area, and I need to make sure no crucial UI is there, which is pretty much where the UI is on the PC version.

dt_safe_viewing_area9

That’s it for now, as always thanks for taking the time reading. See you on the next post.