Spellcaster Studios

Make it happen…

A lot of work!

Today I’ve managed to put in a lot of work on the game! “Phase 2” is well underway!

First, I started with some writing… As I said before, I’m trying to write a bit every day, instead of tackling all the writing at once… Today it was the time of the “laser gun text”. Also finished the tutorial stuff for planets.

Then, I had a nice round of bug fixing, small stuff I broke with development of later parts of the game, mostly small details on the cutscenes… Also think I’ll have to improve the first cutscene of the game, since it kind of sets the tone, and it’s just a “he says, she says” cutscene currently… Thinking about using the first person view for that one…

Also finally closed the list of robot enemies for the artist to be able to get started on them, which would be great… current robots are terrible! Don’t expect updates on that soon, since he’s just been a father (yay, congratulations)!

For that, I had to refactor the way I build the robots equipment, etc, but it was just reorganizing code around…

Finally, I added fog to all planets (not just the swamp)… It’s just a light fog, but I think it helps flesh out things a bit in terms of look… at least until I get ambient occlusion the game!

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It might not be very noticeable, but it makes the scene look better, in my opinion… Here’s a first person view, it shows the effect more clearly:

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Tomorrow I’ll probably start building the random mission system, which will probably consume the next days of development time! This is the biggest task on the list for “Phase 2”, except for balancing and testing, of course…

Now listening to “The Path of Totality” by “Korn”

Link of the Day: Hair is tricky business in 3d graphics, still haven’t found a good way to do it in my 3d models with my extremely small budget… Anyway, here’s some stuff on how Bungie does hair on Destiny, has some interesting ideas: http://advances.realtimerendering.com/destiny/siggraph2014/heads/index.html

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