Spellcaster Studios

Make it happen…

Category Archives: Gateway

Bug fixing and improvements

So today I carried on with the work from yesterday (and that I’ll probably be doing the next few days!), which is to fix/polish stuff based on the feedback from the Game Dev Camp. So, quick list for today: Drones now have a larger hit radius Game no longer waits 5 seconds before opening a […]

Bug-fixing

Today was a bug-fixing day… Most of my time was spent trying to reproduce stuff I saw happening in the Game Dev Camp (some of them were tricky to reproduce, like navigation mesh stuff, others were quite trivial)… Fixed a couple of crashes on “New game”, some stuff related to memory not being freed correctly […]

Organizing work

Today I spent my dev time looking at all the suggestions, comments and feedback I received from Game Dev Camp yesterday… There’s a ton of stuff to work through, but most of it is quite simple, just tweaks and adjustments… There’s just one I have no clue on how to address: the area transitions… Some […]

Writing day…

Today I wasn’t really inspired to tackle audio, so I decided to do some something easier: writing! Actually, what I did was mostly reviewing text… I need to go through the text of the whole game, just to make sure everything makes sense, if the tone of the characters is coherent (mainly Steve and Skydancer), […]

Audio work

No screenshot today, since I was working on the audio… Audio work on this game is a bit weird… On one hand, I’d like the sound to have a “retro” feel, but that sounds terrible after a bit, mostly tiring… On the other hand, I’m not very good at audio design, which conflicts with the […]

Shader quality

Just added a shader quality system to the game, so that some shaders can be customized for less-powerfull GPUs (like the one I have on my Mac). Currently, only the ambient occlusion stuff is affected by it (since the Mac seems to be sampling-limited). So, without AO: Maximum shader quality: Minimum shader quality: Not amazing, […]

More stippled alpha

Still working on the occlusion shader, trying to decide what looks better… So, we have two options: using alphas (left) or using a stipple pattern (right): I prefer the right side, but based on some informal research on Twitter and on my Facebook friends, everyone seems to prefer the left side… So, left side it […]

Occlusion on water

Still working on the occlusion on the water… The major problem is that this is very render-pipeline dependent. I have to render the water in the depth/normal pass, or else I won’t have decals, so I’m kind of stuck with what I can do with it… So, I decided to try a different approach: use […]

Cache issue fixed

So the bug I found yesterday was cache related… The planet (including the flow map) was being regenerated when I went back to the ship, but the associated areas weren’t, so they were still drawing the old data… Took me a bit to figure out, because I couldn’t do any debugging in debug mode, because […]

Not much time…

This is recurring nowadays… With my current work situation, and other personal issues, my time is pretty much limited to one hour or so of development per day, and that’s terrible, since that’s mostly the time I take to get “in the zone”. So I usually start development on a day, late at night, find […]