Spellcaster Studios

Make it happen…

Category Archives: Development

Little sleep…

…but great progress! After 5 hours of sleep, I’m back to work! I was so “in-the-zone” yesterday that I didn’t even stop to blog! After the setback with the robot procedural generation, I thought that there was no way I could make up for lost time, but actually I burned code at a pretty fast […]

Bad robots!

Robots are running… or more precisely, they’re standing still… Rincewind used the pieces he already built for the procedural robots to make these really fast… Now, to hit them with my shots and test explosion (before they start running all over the place with the AI)…

Defeated…

but not out! I just lost about 4 hours building a procedural system to make the enemy robots, but the results were terrible and very buggy: I call abomination!! Anyway, decided to change the game design slightly so we don’t depend on procedural robots… We’re going to use artist-made images for the robots, which will […]

Shotgun is in… more or less…

Ok, got shooting to work… First weapon is the shotgun: It won’t be able to fire so fast (it’s a slow weapon, with a lot of damage), but this is just a test anyway… I’ve also fine tuned the movement and camera a bit, so the game feels a bit smoother; still don’t have a […]

And it moves!

Rincewind finished his first character (very nice result!), and it now can move through the landscape! I even added a silly shadow… Only 2 frames of animation, but it still looks much better than I expected at this point… Still need to work on collision detection with environmental stuff (trees, rocks, etc), smooth out the […]

Terrain tests

Playing around with the terrain system… Basically, I did a system with adds sine-waves of different amplitudes/wavelengths, depending on the roughtness… It generates some fun stuff, but it runs the risk of building impassible situations… Of course, this might be part of the gameplay (blowing stuff up to pass through, maybe?!), but I’d prefer not […]

ISR Log #1: Ideas

There were a lot of ideas (good and bad)… We played around with concepts like “being hunted”, but decided on “being the hunter”… The final concept was between the winner below, and a game where the player fought Dr. Who-esque “angels” using a flashlight to immobilize them and a shotgun to kill them… The idea […]

Indie Speed Run

Well, we’re will start our participation on the Indie Speed Run in a few minutes… You can follow the development here or on twitter (@shadowcovenant). Since I like pictures, here’s a picture of what we did last year, before we tapped out! Let’s see what we get as a topic: *drum roll* HUNTING / SILVERWARE… […]

Summoning system

I’ve finally put in the game the summoning system as a whole… It still needs some work (specially the effect, but I’ll leave that to the polish phase), but the system itself is 100% functional now! Had to add a dissolve shader so I could fade in/out “solid” objects (instead of using alpha values)… It […]

Effect systems, revisited

This last week I’ve been spending my free time working on the effect system, again… I remembered that I have the need to parameterize effects (for example, cast effects must take parameters like the target position or the cast time), and for that I had to refactor the whole thing yet again… Good news: I […]