Spellcaster Studios

Make it happen…

Category Archives: Art

Random spawns

Today I’ve added one more cutscene to the storyline (an important one, too!), and added a new type of enemy: the ninja! I call it ninja, but he’s more of a warrior-cultist kind of thing… but he periodically (or when he takes a lot of damage), he disappears in a puff of smoke, only to […]

Battle stations!

Don’t want to talk too much about what I’m doing at this moment (it’s an important moment in the story, and I don’t want to spoil it)… Let’s just say that Steve and the Skydancer go into battle stations: Red alarm light always gives some urgency to the scene, especially if I can find a […]

Playthrough, Part IX

As usual on Mondays, not much time/energy to work on the game, so I started on the next cutscene that leads to a new phase in the game… Without giving too much away, I needed a ship: And I needed it to be bigger than Skydancer, but the map doesn’t have enough space for it… […]

Playthrough, Part VII

Continuing the path through the game, I had to build one more temple… First problem I had: because of the procedural generation and random factor, the temple was spawning in a cave planet, which meant that all was dark, so any cutscene would have to account for the possibility of this happen, which makes matters […]

Electrifying!

Today I finished the grenades, including the shock grenade… For that, I had to create a new electricity effect! Was a bit hard fine-tuning it (one of the reasons I’m a terrible artist is that I’m very lazy!), but it was well worth it: It looks really cool in movement (need to start making videos […]

The cave temple

Just working on the cave temple at the moment… Had to add some scripts to get some effects I wanted, and added fake lighting to the editor… The area will be all dark, but the crystals and the players flashlight… It will also have a new gameplay element (falling rocks), and I still need to […]

More cutscenes

Worked today on the new cutscene for the second temple in the game… This one was a whole lot of trouble (in the previous days) due to the immense amount of work required to get custom maps in. The cutscene itself was pretty simple… Added some sweet 4-point bezier traversal for the camera movement, which […]