Spellcaster Studios

Make it happen…

Category Archives: Gateway

Some more editor work…

Today I added some more functionality on the editor… Some tools are just workflow tools (for example, a “voxel picker”, which allow me to just click on a voxel and the system will set that as a brush, which is much better than cycling through all the materials… it also takes the color from the […]

Temple area

For the second temple in the game, I decided to just start voxel doodling and see where it got me… I got some nice ideas, and I combined that with the ideas I had regarding the combat itself (an open area where the player could run and hide from the enemies, since there will be […]

Running scripts on the editor…

Not much time today, due to being out late yesterday watching a great concert by Painted Black! Anyway, finished the scripting part on the editor (which will be a big help, best of two worlds: the creativity of WYSIWYG tools, and the precision/work-saving power of programming!), and found a series of small bugs on the […]

Working on the temple…

Today I started working on the new temple for the game, using the brand new voxel editor… Had to code a lot of new stuff because of bugs, and things that weren’t quite user-friendly (for example, custom brushes are very needed, so I coded those in). I started by working on props that I can […]

Some effects

This is kind of jumping the gun (I should take care of storyline development before this), but today I felt like making some special effects on the game, so I implemented “flash on hit” and camera shake. Flash on hit is very good in indicating you’re taking damage, and that the enemies are taking damage. […]

Playthrough, Part II

Today I’ve played the game until the part where the storyline stops, because I didn’t implement anymore of it… I’ve fixed loads of small bugs, most of them related to the changes I’ve introduced since I wrote those scripts, and some writing as well. Major tech fix was a overhaul of the 3d sprite system. […]

And done!

Editor is now complete… I’ll probably add some more tools to it as I go along using it, but for now it’s complete enough for my purposes. Even mirroring and constraints are supported, besides solving the bugs with the bounding boxes (basically I was adding the position twice to the bounding box when shifting it […]

Not quite yet…

Finished the props system on the editor… It still has some issues, but it’s mostly done! Only thing remaining on the editor are a couple of tools: constraints (so we can do straight lines easily) and mirror (because most of what I do is symmetrical in nature). After that, I can get back to the […]

Almost done with the editor…

Although this is taking a bit more time than I expected (mostly due to feature creep), the editor is almost done, only props and model painting is missing from it… And it looks great! The editor now supports custom brushes, that can be made by saving a map created this way… On the above screenshot, […]

More progress on the editor

Added colors (diffuse and emissive) to the editor, which improves the gamut of choices…   There’s still some bugs… rebuilding the mesh when I paint voxels sometimes does a bad job, but I think that has to do with the update of the mesh itself, because when I force a refresh (which deletes the meshes, […]