Spellcaster Studios

Make it happen…

Bugville!

Today I had full intention of starting the last area of the game, but I got sidetracked with small stuff, mainly related to bugs I’ve introduced in the latest refactoring rounds…

This is what my evening was like:

screen204

But I killed a lot of bugs, and added some more functionalities, namely quick save/load. Quicksave was more or less implemented for my tests, but I cleaned it up for use in game… Because of that, I’ll throw away the idea I had of “clone tubes”, which would act as player lives. Since the player can save anywhere, if he dies he can just restore a save game… I could disable the quicksave to make the player use the clone tube, but I always like games where I can stop playing when I want, so making the jump hoops to be able to stop playing annoys me…

Now listening to “The Final Frontier” by “Iron Maiden”

Link of the Day: Here’s the overview of a new animation/development tool called Tooll… It’s not something I’d like to use, and probably becomes unusable with big projects, but it looks pretty cool and has interesting stuff… some of those ideas I wanted to explore on the effect editor on the SurgeEditor:

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