Spellcaster Studios

Make it happen…

Category Archives: Game design

Level design is really hard!

Working on the level design of the last area of the game, and it’s really slow going… The problem is that I’m measuring difficulty with my own skill set, which is very high for this game at this point… On the other hand, I don’t want to make it easier than I have to, since […]

Back to cutscenes…

Back from the IBC in Amsterdam, and into the cutscenes! Since this is the last few cutscenes of the game, and the last setting, I’m keeping it under wraps… Working cutscenes is a bit hard sometimes… Text and dialogues don’t flow on demand, and it takes multiple iterations to get right (at least to my […]


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 […]