Spellcaster Studios

Make it happen…

Category Archives: Development

Master of Illusions

Finished work on the “follow” AI, which is used by NPCs on missions, but also in the Illusion Generator (which spawns some illusions that get attacked instead of the player)… The AI implementation went great for a change: But in the process I found a bucket load of bugs on the illusion system… This is […]

Rise again, Shai-Hulud!

Finished the AI refactoring for the sandworm, plus added some more balancing to it… Also added a shaking camera effect when the worm approaches, because it’s cool and I can! Three more AIs to go! Now listening to “The Nexus” by “Amaranthe” Link of the Day: This is the first video on a series on […]


<sarcasm> For a change, this didn’t take long! </sarcasm> After 5 hours of grueling coding, I got the turret to work… Also improved the cannon effect and the balancing, but that’s a terrible consolation prize! Problem was that the turret had to use different “direction” system (since it’s a 3d object), and a different LOS […]

Finished the patrol drone

Finished the patrol done today… Took me a bit longer than expected due to the enemy spawn, since I have to modify the pirate AI from the drone AI, which I didn’t remember to do… Anyway, it works now and I can move on to the turret (which hopefully will be silly simple!) Now listening […]

AI: Patrol Drone

Work today has to be cut short, something unexpected came up… I’m in the middle of making the patrol drone AI, which is going rather well, just missing the “spawn enemies” behavior when we’re spotted: Tomorrow I’ll wrap this up and maybe start the turret code (which should be very simple). Link of the Day: […]

More indoors behaviors

Today was very tiring to get the AI behavior just like I wanted when indoors… That and the pull of “Warlords of Draenor” made it very hard to work! Anyway, I had to tweak, and tweak, and tweak, and a once little, simple, beautiful script becomes a tangled mess again because of fringe cases… I […]

Indoor behaviors

Been working on the indoor behaviors… They’re slightly different than the outdoor behaviors, because they have to be constrained to the some indoor area/room. Some stuff is going horribly wrong, although I can’t pinpoint it… For example, a lot of times, the enemies will run outside, instead of finding cover inside the base… I think […]

Ninja skills!

Today I mostly worked on the stealth mechanism… So, the enemies with the “ninja skill” will hide from time to time, or when they receive a burst of damage. They can move or not while invisible, and they’re invulnerable while at it… Now, only the “indoor” behaviors missing and most of the complex stuff is […]

Beam me up!

Teleportation is now working for any sentient AI… Only the corporate soldiers will have this capability, but for now I’m testing it on robots: Stealth is next and I’m done with the basic components (except indoor navigation, which shouldn’t pose much of a problem)… Then it’s just the decision layer for all of the enemies […]

Gameplay/Tech tweaks

Today I mostly worked on tweaking the targeting system of the game. Gateway is a game that has a lot of shooting, so that has to be fun… The last thing we want is the player thinking “I was clicking on the enemy, why was the weapon missing?!”, even if it is 100% correct from […]