Spellcaster Studios

Make it happen…

Category Archives: Development

Finding a path…

Grey is a game that has a lot of Artificial Intelligence (AI), since the player is mostly on the role of a “general”-type of figure, commanding his minions. One of the most important tasks in AI in this game will be the path-finding. Path-finding is the game subsystem responsible for finding out what’s the path […]

Our editor

A big slice of our development “budget” has gone into SurgeED, something I’ve been working on and off for the last two years… SurgeED is a world editor with some “workspace” capabilities. The idea is that we don’t just author maps in it, we aggregate all our development tools and utilities into this unified system, […]

Map design

We’re still working on the architectural elements of Calabeth, and something very important from a game design perspective has come up: the map layout. Episode 1 takes place in several areas, all centered around the mystical ruined city of Calabeth, birthplace of the Conclave and now overrun by an ancient evil. The player will be […]

So, what are we doing?

Since we’ve decided to go forward with this project, we’ve been working like madmen, that’s what! We’re currently in a design stage. This means that we’re currently working on game design and concept art, besides getting the technology on the point that we can use it to make this game. There’s several different vectors in […]

A new beginning…

Welcome to the new site/blog of Spellcaster Studios. The launch of this new site marks a new beginning for Spellcaster Studios aswell, and what better way to celebrate this than with an announcement! We’re currently starting the development of a new game, working title “Grey”. But why is this different from what we’ve been doing […]