Spellcaster Studios

Make it happen…

Yearly Archives: 2015

Day 2: Still no luck

No real update for today… Spent about 3 hours trying to figure out where the heap corruption is happening, with very little success… The only thing I’m sure is that this must be OpenGL-code related, since it doesn’t happen in D3D (or if it happens it’s later)… I can consistently trigger this in OpenGL, but […]

Ruined day…

As the title indicates, this was a completely wasted day… Was going to fix more stuff from the feedback list, but instead got a heap corruption bug somewhere that I couldn’t manage to fix… A heap corruption bug happens when you write to a position that was already released (or out of bounds)… Problem is […]

New initial area

So today I finished the new and improved initial area, hopefully players will have a better sense of “direction” with this one and will provide a good and entertaining introduction to the game… Still have a ton of stuff to add based on the feedback received, most of it quite simple, albeit time consuming… Some […]

Improved starting area

As the title indicates, today I spent my development time working on the new and improved starting area… Some of my ideas related to it were ok. It was a good idea to get the player started in a more exciting area before dumping him into the exposition, so he has a taste of what’s […]

Bug fixing and improvements

So today I carried on with the work from yesterday (and that I’ll probably be doing the next few days!), which is to fix/polish stuff based on the feedback from the Game Dev Camp. So, quick list for today: Drones now have a larger hit radius Game no longer waits 5 seconds before opening a […]

Bug-fixing

Today was a bug-fixing day… Most of my time was spent trying to reproduce stuff I saw happening in the Game Dev Camp (some of them were tricky to reproduce, like navigation mesh stuff, others were quite trivial)… Fixed a couple of crashes on “New game”, some stuff related to memory not being freed correctly […]

Organizing work

Today I spent my dev time looking at all the suggestions, comments and feedback I received from Game Dev Camp yesterday… There’s a ton of stuff to work through, but most of it is quite simple, just tweaks and adjustments… There’s just one I have no clue on how to address: the area transitions… Some […]

Game Dev Camp

So, today I spent my day at Game Dev Camp… It was the first time I showed Gateway in a public setting, and the reactions were quite positive overall… A ton of constructive criticism; most of it was stuff that made me think: “how did I miss that?!”, which says something about being too close […]

Small accident…

I bet you’re wondering why I haven’t posted in a bit… Reason is simple: I hurt my hands being an idiot and assembling four pieces of furniture by myself, this one included, so I decided next time I’m going to get the furniture assembled from sites as the Ivy and Wilde home furnishings online store: […]

Writing day…

Today I wasn’t really inspired to tackle audio, so I decided to do some something easier: writing! Actually, what I did was mostly reviewing text… I need to go through the text of the whole game, just to make sure everything makes sense, if the tone of the characters is coherent (mainly Steve and Skydancer), […]