Spellcaster Studios

Make it happen…

Category Archives: Development

Back to Premiere

So, as I said, I received the amazing music for the trailer, so now it’s time to adjust the timings, etc. Problem with that is that my Premiere is acting a bit wonky… Before I just pressed “play” and I could see a segment to make small adjustments… But now, I press play, it takes […]

Done!

Ok, this took a bit more in the last 5% (especially because I don’t have much time to work, with all that’s going on)… Anyway, game finalized and sent! It’s fun for 5 minutes… Now to get back into developing Gateway! Now listening to “Evocation I” by “Eluveitie”

Almost done!

Today I worked about 7 more hours on the game, and I finished everything I wanted, including some bonus features in terms of gameplay (out of scope for the project, but I just had to do it)… So, presenting: “Ghosts of the Nether” (because I’m terrible at naming stuff)… I still want to try to […]

Only polish remaining…

And I have the game complete… of course, as they say, the last 10% take 90% of the time… Besides the polishing of effects, etc, also need to work on the menus, and the packaging (making sure this works without installers, and they’ve requested a Mac version if possible as well)… This is the sum […]

Initial gameplay…

3 more hours of work, and I got a lot of stuff working… Art is all ripped from the internet (should have kept a list where I ripped stuff from for credits… If you’re the author of any of this, sorry!). Now listening to “Midian” by “Cradle of Filth”

Interlude…

Well, today I didn’t have any time to work on Gateway, since I had to work on a demo for a potential employer… The challenge is to make a simple clone of a casual game in a couple of days… I can only use SDL for this, and I’ve never used SDL before so today […]

Working the maps…

Today I’m mostly working on the game maps, adding the new props the artist has provided, and fixing some minor issues related to the latest updates on the game… I’m still working on finding a new job, so not much time to develop the game (even it might help me land a job)… Today I’m […]

Savegames done!

Finally… Took me way longer than I wanted, but given the circumstances, it was the possible timeline… And I can even go from binary to XML, which is good for hacking for tests… In the meantime, the artist finished the new version of the table assets, so I’m going to place that in the game, […]

Loading savegames…

Still working on this (and hitting myself in the head for not doing a more common system for this in the beginning, more “abstract”). Anyway, reached an issue that will make the code altogether more complicated… On the XML loader, the player data (positions, weapons, etc) is stored in an XML node, so when loading […]