Spellcaster Studios

Make it happen…

Category Archives: Game design

Some thoughts…

Although we haven’t been able to work on Grey for some time now, I haven’t stopped thinking about games… First of all, I‘m delving into The Critical Path Project. It’s a collection of interviews with some of the world’s best known game designers, and there’s a lot of interesting stuff in there… One thing that […]

Loads of new stuff!

The reason why we’ve been so quiet is that we’ve been working (finally) on the game systems themselves and the gameplay is starting to take shape! First, I finished the “highlight” effect, that kicks in when the mouse cursor is on top of something that can be interacted with: First I tried making a simple […]

Behind the scenes

Most of the work in a game takes place behind the scenes, and we don’t have anything to show for it… The internal systems are often neglected when one considers game development, but they’re crucial to get the system up and running in a timely fashion and without any problems… And that’s what we’ve been […]

Creature and boss fight design

Spent most of my Grey time in the weekend working on creature and boss design, and I can tell you: although it’s fun, it’s a lot of work. First, we started by defining the player controlled characters. All the creatures have a “creature buff” that can be cast on all the friendly units (like an […]

RPG system – Part IV

Practically finished the technological aspects of the RPG system, with the addition of channeled and area-of-effect (AOE) abilities. Had to change some of the RPG flow because of the periodic effects. The problem was that it caused some erratic behaviors; considering that we had an “heartbeat” in the system, ticking every 2 seconds. So, every […]

RPG system – Part III

Work continued on the RPG system this weekend, mostly the technological components. By “technological components” I mean the code that actually drives the spells and abilities system (including cooldowns, cast times, life-shaping, etc). This was quite a complicated system to build, because it is all written in Lua (which makes some stuff easier, but debugging […]

RPG system – Part II

This weekend I’ve worked more on the RPG system of Grey. The health and resource system I managed to complete last week. In my RPG system, you can think of “resource” as fuel for abilities. Mages have “mana” as a resource, life-shapers “resolve”, warriors have “bravado”, and so forth. Currently, I’ve only worked on the […]

RPG system – Part I

Spent most of the weekend working on the RPG system of “Grey”. The mechanics of “Grey” require a stable (C)RPG foundation, with all the usual systems, like primary attributes, derived attributes, talent trees, equipment and buffs/debuffs, and building that is a challenge. Of course, I could have used one of the dozens of open/free RPG […]

Flavor text

  Happy new year, everyone! Sorry about the lack of updates, but the holiday season is hectic for all of us. We didn’t get as much work as we wanted on this season (but then again, we never do!). For my part, I just scraped enough time between eating and being with the family to […]

Map design

We’re still working on the architectural elements of Calabeth, and something very important from a game design perspective has come up: the map layout. Episode 1 takes place in several areas, all centered around the mystical ruined city of Calabeth, birthplace of the Conclave and now overrun by an ancient evil. The player will be […]