Spellcaster Studios

Make it happen…

Category Archives: Gateway

Playthrough, Part XVII

Nothing much today, except for working on one of the last cutscenes of the game… This one is kind of complicated, because I’m trying to make it a bit more dynamic through camera-work that the others in the game (if this works properly, I’ll probably review all the others with my “newfound” talents). I’ve started […]

AI issues fixed!

Finally managed to fix the AI issues with the “large scale battle”. There was a lot of small mistakes, but one was the real culprit – The Line-Of-Sight (LOS) functions: the “lost LOS to target” and “regained LOS on target” functions weren’t exactly “symmetric”, which meant that I would lose the agro correctly, and would […]

AI issues

Still working on the AI issues I’ve found yesterday, although I’m getting closer to the problem… I’ve built some rudimentary debug tools to track this issue, and I found the culprit… Basically, the AI twitches because it acquires and loses LOS on the current agro target. The idea of the AI is to track the […]

More AI trouble

For the cutscene I’m currently building, I need an epic battle feel between a lot of cultists and corporate hit men… The basic code for it works fine (they have a faction and all the aggression code is based on that). To make the fight never-ending, as soon as one dies, another spawns. The problem […]

Progress so far…

Well, today I didn’t have time for anything, so not to let a day go by without an update, I’ve just made a quick script to join all the screenshots I took so far of the game, since the beginning of development in the Indie Speed Run in a single massive GIF… It’s cool seeing […]

Bugville, part deux!

More bugs on my way back to where it all started, where the final showdown will take place… Most of it was fairly small, small mistakes, typos, etc, but I had a nasty one… By accident, instead of loading the game I pressed new game, and a lot of errors there, when running the initialization […]

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: But I killed a lot of bugs, and added some more functionalities, namely quick save/load. Quicksave was […]

Playthrough, Part XVI

Finally finished the corporate based… was expecting to take way less time on this! It has some fairly cool moments, though, and the end fight is challenging… Just missing some cutscenes and the final area, and I’m “story-complete” and can start doing a second pass on the game (to check what I broke along the […]

Sewer lights

Today was a bit frustrating… I thought I was going to be able to start the last custom area of the game, but instead I was struggling trying to make the sewers look good… The sewers are an area with some glowing gloop, and I wanted that to be the only light, so do a […]

Finished the machine room

Finally I finished the machine room… It may be a bit too hard, at least with the level of gear I have equipped in the game at this stage (but I deliberately kept myself back, to give me a handicap that enables me to gauge more precisely what would happen with an ordinary player). Still, […]