Spellcaster Studios

Make it happen…

Category Archives: Technology

Working on the shop…

To be able to make the equipment screen properly, I need to finish the shop… And working on it, I saw it wasn’t very pleasant to use: the mouse wheel didn’t scroll the item list, double clicking wouldn’t buy stuff, you didn’t have any indication of the amount of items of one type you had… […]

Let’s go shopping!

Today I didn’t have much time to work on the game… Just fixed the problems with the shop caused by the refactor of the item system. Still need to display somewhere the amount of items of that type the player already has available (grenades, fuel, etc), but I might leave that for when I receive […]

Refactoring the item system

Working on the equipment screen (UI work, which I hate)… I’ve had to refactor all the item system, since it was the same since the 48-hour version of the game, which was clearly inadequate for this task. Yep, this is what my whole work hours looked like! Tomorrow I hope to see if I broke […]

Bugs on the editor

Today I mostly struggled with a bug on my editor. I’ve added a shader to one of the voxel materials, to give it a special effect to the end zone, but when I tried to add some alpha to it, it wouldn’t display anything… After an hour or so of searching the wrong place, I […]

The endless reference bug…

Today I worked a bit more on the last area of the game… Deliberately blurry so I don’t spoil anything… Anyway, because of the transition and the fight going on in the previous area, I found a silly bug, which is quite recurrent in all systems I built: references. Basically, the Lua threads that are […]

Death sequence

Finally finished the tentacle, including the death state! This is the last time I go beyond the “design document”… This was way more work than it was worth! Now I can start scripting again (and since I’m in the last scene of the game, it’s classified! Got to save something for the players!) Now listening […]

Bezier hit

Next time I have the brilliant idea of adding a new enemy to the game, because “it’s simple, it’s just an extrusion of a Bezier”, shoot me… I had no idea that there isn’t a simple way to determine the distance between a point and a bezier (or the closest point on a ray and […]

Fiery column

The effect part of the tentacle attack is now done… I’ll probably revisit some of it during polish stage (drool on the tentacles, etc), but for now it’s good enough for my purposes… The fiery column of particles will deal damage to the player if he flies overhead… That’s my next stop: damage system for […]

And dripping…

Finished the hit/drip effect on the tentacle. When the tentacle hits, it will do a small explosion effect, and then a drip will stay in the ground, which will damage the player… The damage part isn’t done yet, since I’m still missing the “column of light” effect necessary (to avoid the player using he jetpack […]