Spellcaster Studios

Make it happen…

Category Archives: Technology

Refactoring the AI

Today I started this big task… This is the result so far: Probably something simple to solve, though… Anyway, I’m replacing the current FSM-based approach to a more organic one, based in an action layer (in the C++ code) and a decision layer (on a Lua script). This way it’s probably easier to handle the […]

Random Missions: DONE!

Another nice milestone: the random missions are complete now! Five types of missions that you can use to make some precious alloy to buy weapons and fuel! Only a few more tasks on the “Second Stage” list, which is awesome (although some of them are rather big and time consuming, like the new UI and […]

Random Missions: Assassination text

Today was mostly about writing… writing weapon text, writing assassination mission templates… That’s it, really… Text is very time consuming, if you like to do it right (don’t even get me started in “well”). Now listening to “Tunes of War” by “Gravedigger” Link of the Day: This is a quite neat macro for 3d Studio […]

Random Missions: Escort done!

Finished the escort mission today… There were some tricky stuff that I didn’t consider (surprise!), mostly related to the fact that game objects weren’t created to be able to transit from area to area! Anyway, it’s now sorted and it’s not a bad mission type… Escort person moves fairly fast, so none of those “boring” […]

Random Missions: Escort

Today I started work on the “Escort” mission… Because everybody loves escort missions, right? Right? Guys? Still only have 3 or 4 variations of text for the escort missions, so I have to add more… The objective of the escort missions is to protect someone while fighting enemies that randomly spawn around the player. Need […]

Random Missions: Infestation code

Halfway through the infestation code. There’s two variations of the infestation mission (and none of them are actually infestations): defend and clear. On defend, waves of enemies spawn and the player must survive and kill them all. In clear, everything is already spawned, and the player just has to clear it up. Currently I’m working […]