Spellcaster Studios

Make it happen…

Monthly Archives: December 2012

Throwing the towel…

After almost 34 hours of actual work, we’re throwing the towel… Loads of small problems kept us from creating this game…  our megalomania, the tools weren’t as mature as I’d hoped for this kind of thing (and because it’s part of a big framework, it’s a bit unwieldy)… The art was well on its way […]

Not going well…

Well, this is a broad statement… art is going very good indeed… Code, not so much… The SurgePlayer wasn’t ready for this type of “intense” competition… there are still loads of things that aren’t working properly in the system, and as such, I loose a lot of time trying to get it to work properly […]

Early start…

We started early today and managed to do a ton of things already… Rincewind finished the player character, a forlorn spirit of sorts (with a particle system, because they’re awesome!), and we managed to build the portal system, which will transfer the player from one playfield to another… I’ve written the intro, which is harder […]

Getting late…

  Well, the progress wasn’t overwhelming in the last 9 hours or so, but it’s almost 5am and we should get some sleep… I’m starting to do silly mistakes! Anyway, we have the first scenario (which acts as a gateway to the rest): I also have the cutscene and text system (very simple stuff, no […]

Productive but slow…

These first hours have been very productive, but progress is slower than I wanted… At least, we already have some character movement (with placeholder art while Rincewind finishes off his stuff). Character can be controlled with the mouse (for heading) and walk around with WASD (or arrow keys)… He can also jump around. Collision detection […]

Theme is up!

And the themes that was allocated to us was “Forgiveness” and “Message in a Bottle”… And I was feeling like doing a space game! Anyway, we’re already bouncing around… We’re going to do a 3rd person adventure game (hard in 48 hours…), in which the player will have to right some wrongs in the past […]

Indie Speed Run

  Since I haven’t been able to work in games lately (been too tired to get home and program), me and Rincewind decided to take part of of the Indie Speed Run to get rid of the no-game-dev jitters I’ve been feeling… It’s a competition for a team of 1 to 4 people to develop […]