Spellcaster Studios

Make it happen…

Category Archives: Development

Battle stations!

Don’t want to talk too much about what I’m doing at this moment (it’s an important moment in the story, and I don’t want to spoil it)… Let’s just say that Steve and the Skydancer go into battle stations: Red alarm light always gives some urgency to the scene, especially if I can find a […]

Playthrough, Part IX

As usual on Mondays, not much time/energy to work on the game, so I started on the next cutscene that leads to a new phase in the game… Without giving too much away, I needed a ship: And I needed it to be bigger than Skydancer, but the map doesn’t have enough space for it… […]

Playthrough, Part VIII

A bit more work on the storyline… Some new cutscenes, and a big boss fight (grenades and pulse gun, which wasn’t working on the enemies). It’s a quite hard fight, if you only have the gun, which is my case… I fear the game will need a bit more difficulty… I’m more than halfway through […]

Playthrough, Part VII

Continuing the path through the game, I had to build one more temple… First problem I had: because of the procedural generation and random factor, the temple was spawning in a cave planet, which meant that all was dark, so any cutscene would have to account for the possibility of this happen, which makes matters […]

Electrifying!

Today I finished the grenades, including the shock grenade… For that, I had to create a new electricity effect! Was a bit hard fine-tuning it (one of the reasons I’m a terrible artist is that I’m very lazy!), but it was well worth it: It looks really cool in movement (need to start making videos […]

Kaboom!

Worked on the grenades today. Finished the explosive grenade, and got the flashbang and stun grenades working properly, just missing the shock grenade (it’s like a stun grenade but for electronics). Our Fire Monitoring keeps an eye on your business, so you have time to run your business correctly. It’s never too early to be […]

Grenades!

Today I started by adding some stars to the background of the asteroid… In the process, I found a bug… Can you see if you can spot it? And this is fixed: Very hard to detect, unless it was moving (you can see above the stars!)… There was a problem with the ceiling UVs, which […]

Playthrough, Part V

Today I didn’t have much time for game development, so I just built the cutscene for when the player finds the the first pirate lair. Was a bit tricky to get right, mostly because I was uninspired… The text flowed all right, but the camera angles were tricky, specially because the pirate lair is not […]