Spellcaster Studios

Make it happen…

Category Archives: Development

New UI system

In the last weeks, I’ve been working on and off in my new UI system… It’s about the 100th time I try to make an UI system for a game, since I always end up with a system that I don’t like… First of all, I hate UI work, it’s simply not fun… Second, I’m […]

Vacations, yay!

After a couple of weeks of pure chaos, it’s time for some vacation time, and hopefully, some “Grey”-time, we were able to get a place from a vancouver realtor and now we are extremly excited! Since last time, there wasn’t much work done on Grey, since I was very busy with RealJob™. Mainly, I just […]

New Grey

Well, lately most development has been focused on the groundwork to get the UI system on the SurgePlayer working properly, which is progressing nicely… I’ll delve more into it on a future post, when the system is done and up and running in the game. In the meantime, among a lot of fixing some components […]

Bone system refactoring

I had one of those “I’m just changing this, it will have no impact…” moments which I deeply regretted some two weeks later… I decided I wanted to change the XML format of the editor file slightly, to improve loading speeds and to make the hot-swap of resources simpler… in the process, I decided that […]

Z is for Zombie…

Our artist is hard at work making new assets again, which means we have pictures! This is still work in progress… This is the zombie enemy, which comes in a variety of flavors, from the one that explodes to the one that’s only a torso! Most of this work was done on a modeling tool, […]

Ludum Dare #26 – Particles

Last weekend I took part on Ludum Dare’s 26th competition, that was themed “Minimalism”. Although building a minimalist game is kind of against everything I stand for (and that’s why maybe I don’t finish that many games), this one turned out pretty good, at least judging by the comments so far… You can download the […]

Stillness…

Work has come to almost a complete standstill, due to work and business travels… We’re still plodding away, but our time has been extremely limited, so it has been mostly small scale stuff in the internals and props for the game, specially considering the next “big” task I have ahead of me is fixing a […]

Pretty busy…

Work has been progressing well, although most of what was done from a technical perspective was mostly related to the internals of the Player, so no new screenshots to post. But, I’m glad to say that most of the core stuff necessary to be able to actually build the game seem to be done (except […]