Spellcaster Studios

Make it happen…

Category Archives: Development

Starting work…

Well, I’ve been busy with a some personal stuff I had to take care, now it’s time to start working on the game! After careful consideration, I’m going to make a space trading game (tentative name “StarTrader Corp.”). The idea is that the player has to manage trade routes, building ships, hyperspace portals, etc, to […]

Just woke up…

Late, but I’m awake now! So the theme is (as expected) “Connected Worlds”… Hum, I didn’t manage to think of any decent idea with this, although there are several bouncing around my head: – Society is connected: You have to do actions on your Facetube profile to get more friends. This one would probably involve […]

I’m in

I’m participating on this the Ludum Dare 48-hour competition again, and I’ll be posting updates here, and on Twitter (@shadowcovenant, if you want to follow me), and also on the LudumDare website… I’ve updated my basic LD48 framework with some stuff I think I may need (nothing game related, just some stuff most engines have […]

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 […]

Playthrough, Part XVI

Finally finished the corporate based… was expecting to take way less time on this! It has some fairly cool moments, though, and the end fight is challenging… Just missing some cutscenes and the final area, and I’m “story-complete” and can start doing a second pass on the game (to check what I broke along the […]

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 […]

Finished the machine room

Finally I finished the machine room… It may be a bit too hard, at least with the level of gear I have equipped in the game at this stage (but I deliberately kept myself back, to give me a handicap that enables me to gauge more precisely what would happen with an ordinary player). Still, […]

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 […]