Spellcaster Studios

Make it happen…

Category Archives: Games

A bit on an update!

No, the game isn’t dead! I’ve been working a game/multimedia development studio in the last few months, and my schedule has been a bit hectic, hence no updates for a while. A lot of good things have come out of it… I’m loving my work, and I’m making new contacts! Anyway, there has been some […]

Done!

Ok, this took a bit more in the last 5% (especially because I don’t have much time to work, with all that’s going on)… Anyway, game finalized and sent! It’s fun for 5 minutes… Now to get back into developing Gateway! Now listening to “Evocation I” by “Eluveitie”

Almost done!

Today I worked about 7 more hours on the game, and I finished everything I wanted, including some bonus features in terms of gameplay (out of scope for the project, but I just had to do it)… So, presenting: “Ghosts of the Nether” (because I’m terrible at naming stuff)… I still want to try to […]

Just woke up…

Late, but I’m awake now! So the theme is (as expected) “Connected Worlds”… Hum, I didn’t manage to think of any decent idea with this, although there are several bouncing around my head: – Society is connected: You have to do actions on your Facetube profile to get more friends. This one would probably involve […]

I’m in

I’m participating on this the Ludum Dare 48-hour competition again, and I’ll be posting updates here, and on Twitter (@shadowcovenant, if you want to follow me), and also on the LudumDare website… I’ve updated my basic LD48 framework with some stuff I think I may need (nothing game related, just some stuff most engines have […]

Time for an update!

Well, again a long time has gone by… Time has been very limited lately, due to work (long hours, and very tired), but some progress has been made… The storyline/cutscenes have been progressing nicely, with the silly engine I’m using behaving better than expected! A lot of small bugs fixed, pirate camps added to the […]

Wow, much work, many pixels!

Well, work has been progressing immensely on “Chrome Hunter”, but I really haven’t stopped to write much… I’ve done one million things in the game, and now it’s starting to look it’s part: cutscenes (simple ones, of course), tutorials, the works… I’m starting to add more work on the actual balancing/story of the game than […]

Chrome Hunter: Postmortem

Well, as you might have noticed, we stopped blogging in the middle of the project… And that’s the symptoms of “not-enough-time-itis”… Anyway, we’ve finished the game, and I wanted to do a short postmortem on it… What went right Scope wasn’t as bad as it’s usually on 48-hour competitions… We set realistic goals, and we […]

Trees and rocks!

I’ve just improved the terrain generator with trees and rocks… These can be different (in quantity and image) depending on the type of planet… It really improves the overall look, and although they’re just cosmetic (no collision detection for now, at least), it also has gameplay impact (for example, jungle planet becomes harder because you […]