Spellcaster Studios

Make it happen…

Category Archives: Game design


Today I started work on the last scene of the game, the final conflict! I don’t want to give much away at this time, so this is the only viable screenshot: Anyway, this last part will have an unique enemy, which will be very different from the previous ones, and visually will be mostly procedurally […]

Cutscene finally over!

As the title indicates, I finally finished the cutscene I was working on… This one was very challenging… First, the camera angles and the motion was a bit off… I couldn’t really tell what was wrong with it, but I needed a lot of trial and error to get it to feel right. The problem […]

Playthrough, Part XVII

Nothing much today, except for working on one of the last cutscenes of the game… This one is kind of complicated, because I’m trying to make it a bit more dynamic through camera-work that the others in the game (if this works properly, I’ll probably review all the others with my “newfound” talents). I’ve started […]

Playthrough, Part XVI

Finally finished the corporate based… was expecting to take way less time on this! It has some fairly cool moments, though, and the end fight is challenging… Just missing some cutscenes and the final area, and I’m “story-complete” and can start doing a second pass on the game (to check what I broke along the […]

Finished the machine room

Finally I finished the machine room… It may be a bit too hard, at least with the level of gear I have equipped in the game at this stage (but I deliberately kept myself back, to give me a handicap that enables me to gauge more precisely what would happen with an ordinary player). Still, […]

New enemy!

Today has been an horrible day in terms of work, and that translated in a terrible game development process… But, after a lot of grief with (yet again) the pathfinder, here’s the new enemy: These spawn from nodes (until they’re destroyed) and hunt the player down… If they reach him they either hit him, or […]

Finished cultist base

Finally finished the cultist base… Small details were making life hard for me, but it’s done… The final cutscene was very big, and I had some difficulty getting the text right… Also improved the machine gun fire, since it looked terrible in low light circumstances: Next step: another base facility… This time I want to […]

Dialogues, cutscenes, etc…

This is been very slow going lately… Writing decent dialogues is hard work, and even half-assed ones like mine take forever! I’m drawing to a close in the cultist part of the game, missing four plot moments, and I’m done with the storyline… So, hopefully I’ll be able to finish this part of the development […]