Spellcaster Studios

Make it happen…

Monthly Archives: June 2015

Moved tutorials

Today was a pretty calm development day, just moved the tutorials from the Skydancer area to the new “dreamscape” area… It’s not major, but I had to do some rewriting to make it work properly… Now listening to “The Human Contradiction” by “Delain” Link of the Day: Not my sort of game, but pretty!

Story link issues

Today I lost most of my dev time working on a bug… This new area has two things I’ve never used: A cutscene that spans two different areas Two “special areas” right after each other (without passing a planet area before) Both of these resulted in a problem with managing areas with the multi-threaded system… […]

Finished initial cutscene

Finished the initial cutscene, I’m quite proud of it… Well, not really, really proud, but it looks good… Now I just need to wrap up the area (some props, etc), and add the enemies that will be making the player’s life difficult! Now listening to “Legion of Boom” by “The Crystal Method” Link of the […]

Working on the cutscene

Work continues on the start sequence of the game… Most of the work is on the cutscene itself. After all, you want to make a good impression! The gameplay part shouldn’t take long, but moving the tutorial back to here will be a pain! Now listening to “Luna Park Ride” by “Tarja” Link of the […]

New storyline part…

Not much time for game dev today, but I started working on a new story part… Although the storyline components are done, I was unhappy with the way the game starts… It is a bit slow initially (the tutorial, establishing the game world, etc), so I’m afraid some people will lose interest in the game […]

New game over!

Today I revamped the game over system… On the old “Chrome Hunter” code, after the player was dead, I’d open an image screen with Game Over: And then go to the main menu… Now, it opens directly on the game, and gives the player the option of continuing from the last save, or go back […]

I’m the worst at time-management…

How can someone spend 3 hours just fine tuning miniscule things on an intro screen?! I have no idea how, but I know I just did! First it was disabling the ambient occlusion with the distance (because it gets very noisy, especially with the density of voxels on the intro logo)… Then it was fine […]

Intro sequence

After a lot of tweaking, I got the intro sequence working properly: It isn’t exactly what I wanted, because the Spellcaster Studios theme is only 18 seconds long, and what I initially had something slower in mind… But I think it conveys the point I was trying to make: voxels and small soldier-like thing walking! […]

Heightmap generation

Spellcaster Studios has a tradition of sorts: our logo introduction is slightly different in each game… For this one, I wanted to have the logo to go voxelized, so I built a system in which a voxel map is generated from an image, that gets treated as a heightmap… This was quite fast to implement, […]