Spellcaster Studios

Make it happen…

Category Archives: Development

Running scripts on the editor…

Not much time today, due to being out late yesterday watching a great concert by Painted Black! Anyway, finished the scripting part on the editor (which will be a big help, best of two worlds: the creativity of WYSIWYG tools, and the precision/work-saving power of programming!), and found a series of small bugs on the […]

Working on the temple…

Today I started working on the new temple for the game, using the brand new voxel editor… Had to code a lot of new stuff because of bugs, and things that weren’t quite user-friendly (for example, custom brushes are very needed, so I coded those in). I started by working on props that I can […]

Some effects

This is kind of jumping the gun (I should take care of storyline development before this), but today I felt like making some special effects on the game, so I implemented “flash on hit” and camera shake. Flash on hit is very good in indicating you’re taking damage, and that the enemies are taking damage. […]

Playthrough, Part II

Today I’ve played the game until the part where the storyline stops, because I didn’t implement anymore of it… I’ve fixed loads of small bugs, most of them related to the changes I’ve introduced since I wrote those scripts, and some writing as well. Major tech fix was a overhaul of the 3d sprite system. […]

And done!

Editor is now complete… I’ll probably add some more tools to it as I go along using it, but for now it’s complete enough for my purposes. Even mirroring and constraints are supported, besides solving the bugs with the bounding boxes (basically I was adding the position twice to the bounding box when shifting it […]

Not quite yet…

Finished the props system on the editor… It still has some issues, but it’s mostly done! Only thing remaining on the editor are a couple of tools: constraints (so we can do straight lines easily) and mirror (because most of what I do is symmetrical in nature). After that, I can get back to the […]

Almost done with the editor…

Although this is taking a bit more time than I expected (mostly due to feature creep), the editor is almost done, only props and model painting is missing from it… And it looks great! The editor now supports custom brushes, that can be made by saving a map created this way… On the above screenshot, […]

More progress on the editor

Added colors (diffuse and emissive) to the editor, which improves the gamut of choices…   There’s still some bugs… rebuilding the mesh when I paint voxels sometimes does a bad job, but I think that has to do with the update of the mesh itself, because when I force a refresh (which deletes the meshes, […]

Small progress on the editor

Yesterday I had a very long evening, and as such today I’m a bit hungover, which means not a lot of energy for development… Anyway, keeping with my own pledge to do at least a bit every day, I progressed a bit further in the editor. Now the editing area can be grown/shrunk, and the […]

New collision detection

Until now, the collision detection of the player character and the game world was point based, i.e. I would detect if the player could move to a position if the differential of heights of the new position was smaller than the “step size”. This would lead to this: Half the character is penetrating the scene, […]