Spellcaster Studios

Make it happen…

Category Archives: Gateway

Cave chasms

Today, I’ve worked on making the caves a bit more traversable. Procedural generation is very hard – there’s a big conflict between “playable” and “correct”, so you end up with a lot of code to fix situations where the generation is “realistic”, but that would lead to a whole lot of issues… Case in point, […]

New leaf…

It’s been a long time since I’ve posted something on the blog… the reason is the usual one: I don’t have the time because of my DayJob™, and when I finally get some time, I’m trying to compensate the work I’ve not done! No more! I’ve decided to try something new to keep me more […]

Balancing, tweaking, replay…

Well, not much progress lately… DayJob™ has not abated, but hopefully it will calm a bit down in the coming weeks, due to end of a big project… Anyway, I’ve been taking mainly care of fixing bugs, balancing, tweaking, etc… After a bit, it gets a bit boring, specially when you start to question yourself […]

Time for an update!

Well, again a long time has gone by… Time has been very limited lately, due to work (long hours, and very tired), but some progress has been made… The storyline/cutscenes have been progressing nicely, with the silly engine I’m using behaving better than expected! A lot of small bugs fixed, pirate camps added to the […]

Portability work

Work has been progressing lately, albeit not too fast… Anyway, most of the work lately has been on the portability, since I want this game to come out for Windows, Mac and Linux… Problem with this is that the framework I’ve been using (the one from my 48-hour compos) wasn’t designed with portability in mind, […]

Not many updates…

As you probably noticed, there hasn’t been any updates for more than one month… Reason for this was the Christmas break, and DayJob has been very intense lately, with some expansion being prepared… Motivation has also not been soaring lately (probably due to the down time), but I intend to rectify that maybe next weekend, […]

Wow, much work, many pixels!

Well, work has been progressing immensely on “Chrome Hunter”, but I really haven’t stopped to write much… I’ve done one million things in the game, and now it’s starting to look it’s part: cutscenes (simple ones, of course), tutorials, the works… I’m starting to add more work on the actual balancing/story of the game than […]

Enemy base generation

Well, some people came me to me and asked me how I was generating the procedural bases, so I decided to put this up to explain my ideas… Note that this isn’t ground-breaking stuff! I’m using it to build the pirate lairs (and space bases, etc), but it can be applied to any kind of […]

Better late than never!

Well, although there hasn’t been many updates on the blog lately, I’ve been working like a maniac both for DayJob and for my games! On “Chrome Hunter”, I’ve added one million different things, for example: The player can now jump and fall Jungle planet was refactored to look better, with lakes and rivers Added a […]