Spellcaster Studios

Make it happen…

Category Archives: Technology

Random side missions

Today I started the random side missions system… This will be a very large component, from a technical perspective, especially the generation itself… The idea is that the player can go to a mission console aboard the Skydancer and get side missions, which will yield alloy when completed. All the missions will be generated on […]

Ooops…

Somewhere along the way in developing the last area, I broke the explosions… This is what they’re looked before (some months ago): This is how they looked at the beginning of the evening: Terrible, especially in motion, in noticed every single “glob” of them, the ground was too dark… a mess altogether… The problem, turns […]

Finished the equipment screen

Well, if I knew it would take me so little time, I’d made the equipment screen a long time ago… It’s just that it is UI work, and I really hate UI work! It’s quite simple… In the right, there’s the passive gear (some of it used to be active, but I’m switching it to […]

Equipment screen

Working hard on getting the equipment screen up and running… It’s already functional, just needs more tweaking to work properly… Visually is looks terrible, but I won’t waste time on this for now… Now listening to “The Chemical Wedding” by “Bruce Dickinson” Link of the Day: Everybody knows I love me some Assassin’s Creed… and […]

Working on the shop…

To be able to make the equipment screen properly, I need to finish the shop… And working on it, I saw it wasn’t very pleasant to use: the mouse wheel didn’t scroll the item list, double clicking wouldn’t buy stuff, you didn’t have any indication of the amount of items of one type you had… […]

Let’s go shopping!

Today I didn’t have much time to work on the game… Just fixed the problems with the shop caused by the refactor of the item system. Still need to display somewhere the amount of items of that type the player already has available (grenades, fuel, etc), but I might leave that for when I receive […]

Refactoring the item system

Working on the equipment screen (UI work, which I hate)… I’ve had to refactor all the item system, since it was the same since the 48-hour version of the game, which was clearly inadequate for this task. Yep, this is what my whole work hours looked like! Tomorrow I hope to see if I broke […]