Spellcaster Studios

Make it happen…

Working on the last cutscene…

Before I start to really work on the final boss, balancing it and adding the last gameplay mechanic, I’m going to work on the final cutscene, while the boss only takes a few shots to kill… This way I test the logic and I won’t have to play the hard version of the boss each time I want to tweak the cutscene (and I average about 40 runs to get a cutscene more or less right, depending on length).

No screenshot because of that, because I forgot the game autosaves when it goes back to the Skydancer, and the last part of the cutscene takes place on the Skydancer… Now I have to play since the last savegame I have, just outside the end area… Oh well, not a big problem…

Now listening to “Blackwater Park” by “Opeth”

Link of the Day: This one is for animation programmers… I actually had this idea for some time now, never had time nor the actual knowledge to implement it. It leaves out some stuff that would be useful to see his approach (the collision detection with the actual meshes), but it has great stuff there:  http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/real-time-cloth-simulation-with-b-spline-surfaces-r3814

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