Category Archives: Development
Finished the initial cutscene, I’m quite proud of it… Well, not really, really proud, but it looks good… Now I just need to wrap up the area (some props, etc), and add the enemies that will be making the player’s life difficult! Now listening to “Legion of Boom” by “The Crystal Method” Link of the […]
Work continues on the start sequence of the game… Most of the work is on the cutscene itself. After all, you want to make a good impression! The gameplay part shouldn’t take long, but moving the tutorial back to here will be a pain! Now listening to “Luna Park Ride” by “Tarja” Link of the […]
Not much time for game dev today, but I started working on a new story part… Although the storyline components are done, I was unhappy with the way the game starts… It is a bit slow initially (the tutorial, establishing the game world, etc), so I’m afraid some people will lose interest in the game […]
Today I revamped the game over system… On the old “Chrome Hunter” code, after the player was dead, I’d open an image screen with Game Over: And then go to the main menu… Now, it opens directly on the game, and gives the player the option of continuing from the last save, or go back […]
How can someone spend 3 hours just fine tuning miniscule things on an intro screen?! I have no idea how, but I know I just did! First it was disabling the ambient occlusion with the distance (because it gets very noisy, especially with the density of voxels on the intro logo)… Then it was fine […]
After a lot of tweaking, I got the intro sequence working properly: It isn’t exactly what I wanted, because the Spellcaster Studios theme is only 18 seconds long, and what I initially had something slower in mind… But I think it conveys the point I was trying to make: voxels and small soldier-like thing walking! […]
Spellcaster Studios has a tradition of sorts: our logo introduction is slightly different in each game… For this one, I wanted to have the logo to go voxelized, so I built a system in which a voxel map is generated from an image, that gets treated as a heightmap… This was quite fast to implement, […]
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 […]
Finished merging the custom flows of content coming from the editor with the generated flows on the map… It seems to be working fine, although I still have to test in planets that don’t have any “source flow”… Going to finish that part tomorrow, so I can add heightmap import on editor (which was the […]
Not much time for game development today, but still I started work on the merge of the flow maps… So now the editor-created content can have a flow map, and this flow map should be merged with one that is generated from rivers, lakes, etc… It’s a bit weird getting this to work, because the […]