Spellcaster Studios

Make it happen…

Category Archives: Technology

Gas vents

Today I added the gas vent element to the game: It’s a nifty gameplay element, although I’ll probably only use it in a couple of places… Frequency, phase, length, etc, all of those can be configured in the editor, which is good from a game design perspective (can see how will they behave without loading […]

New enemy!

Today has been an horrible day in terms of work, and that translated in a terrible game development process… But, after a lot of grief with (yet again) the pathfinder, here’s the new enemy: These spawn from nodes (until they’re destroyed) and hunt the player down… If they reach him they either hit him, or […]

Lighting system

Finished the lighting system I started yesterday… The results are rather good and easy to use (and no more silly crashes). The light generation is fast enough that I can do it in runtime, when the level loads, which is easier to manage in terms of files (no need to keep an unlit file). Now, […]

More editor stuff

A plan is something that exists until the first contact with reality… Tonight I was intending to start the level design for the corporate HQ, but when I started lighting the place I saw the flaw in my plan… Most of the levels I’ve made so far have a very small number of lights… And […]

Finished cultist base

Finally finished the cultist base… Small details were making life hard for me, but it’s done… The final cutscene was very big, and I had some difficulty getting the text right… Also improved the machine gun fire, since it looked terrible in low light circumstances: Next step: another base facility… This time I want to […]

Invisible blocks

I was having some problems with silly pathfinding on the cultist base… The problem was that the fiery sconces were too low, so the enemies could climb them, which would look silly. For props, I use invisible blocks to stop that from happening, but since the sconces are just pieces of level geometry, that doesn’t […]

Traps, traps, traps!

Today I worked on the traps of the game… First I ran into an issue with the navigation mesh… It was being generated in places where it shouldn’t, which caused cultists to spawn there occasionally. That fixed, I ran into the pirate lair that’s part of the storyline… And I found lots of issues… First, […]

Playthrough, Part X

Today I just played around a bit, since I had no fuel and wanted to test the balancing… Just shot some guys, fought cultists in caves… So, all in a day’s work, and all very hard at this point… Which I’m not sure sucks or not… On one hand, I’m a more experienced player, but […]