Spellcaster Studios

Make it happen…

Category Archives: Technology

Into warp!

More experiences with the shaders… As you might have seen, I haven’t had much time to work on the game, so I’ve not been very productive… Besides, playing with shaders is fun and time-consuming… I’m trying a different approach to the effect… Now I’m trying a more “space travel/warp speed” kind of effect: It looks […]

More shader fun

Still working on the special effect I mentioned yesterday… Another part of the effect is that I want to look like the extruded volume is looking into another place… For now, I’m trying to figure out how to make a nifty effect based on screen position, although it might not be the right approach… Based […]

The vomit tentacle

For the last boss, I need to make a special effect, and for that effect I need to extrude a bezier curve along a path, and to texture that bezier with pulsating colors… This is the result so far: I can just remember a vomit tentacle of sort… The texture was something I was using […]

More lightning effects…

Today I worked a bit more on the cutscene, took me forever to get the lightning effect to behave like I wanted it: It doesn’t look like I want, but the behavior is there, the rest is just adjusting parameters… These days are fun, but I got so little to show that it’s a bit […]

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 […]

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 […]

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 […]