Spellcaster Studios

Make it happen…

Category Archives: Bugs

Story link issues

Today I lost most of my dev time working on a bug… This new area has two things I’ve never used: A cutscene that spans two different areas Two “special areas” right after each other (without passing a planet area before) Both of these resulted in a problem with managing areas with the multi-threaded system… […]

Finished the flow merge…

Today I finished the merge of the flow… First I had to deal with a bug: This only happened with the OpenGL renderer… Ended up being quite simple, was just looking in the wrong place! I theorized the problem was with the generation of the flow map, since it was the only thing I changed […]

Most bugs gone…

Got most of the bugs sorted… the black spots were caused by a bad multiplication on the shaders when they didn’t have diffuse lighting, and the offset of the flow map was wrongly computed… Now everything’s working as it should: Still have a small issue with loading the flow map from the hard drive, but […]

More editor bugs, sigh…

Started the day testing the flow map: Need to make it more sophisticated to handle all cases (not just the test ones), but it’s a step in the right direction… Then, to start work on that, I loaded up a temple: A lot of problems here: the black spots (where there’s only emissive color on […]

Split mechanic and good ideas on paper…

Today I implemented the split mechanic… I wanted something to beef up some boss fights, and I decided to implement a split mechanic: when some robots explode, they spawn two (or more) versions of himself, at half strength… Visually, it’s not done (it’s too sudden, needs some transition, like an explosion or teleport effect), but […]

Boom! Grenade work!

As the title indicates, today I was working on the grenades… First, I added a shockwave to the flash grenade (or else the explosion looked a bit silly), then I fixed a problem with the grenade path (wasn’t taking in account the difference in height between who threw it and the target position, so it […]

Raycasting optimization

Yesterday, while playing around with the beam cannon, I found some bugs on the collision detection, so today I dived right into that… The current method for raycasting on the voxel map is to do sampling: start at the beginning of the ray and walk through it, checking if it is a solid cell. Of […]

Shooting bugs

For “Gateway”, shooting is the main action, which means it has to be perfect… “Perfect” can mean a lot of stuff for different people, but for me it means that the player hits what he aims at… With a 3d view and a 2d input device (the mouse), this can be really challenging! Case in […]

Load and save

Today I worked with the savegames, adding descriptions and fixing bugs introduced with the jump to multithreading… Most of the work was mainly finding out what the problem were! Lately I feel I’ve been working mostly with bug fixing, which is boring, so I think my next step is to add something new/fun… I got […]

An yet, more bugs…

The more we approach the end of the development cycle, the more bugs we fine… or more precisely, the less we can ignore them and hope they don’t happen again… I’m having a nasty bug that I have no idea what causes it and I can’t replicate it consistently… When I run the game in […]