Spellcaster Studios

Make it happen…

Category Archives: Art

The cave temple

Just working on the cave temple at the moment… Had to add some scripts to get some effects I wanted, and added fake lighting to the editor… The area will be all dark, but the crystals and the players flashlight… It will also have a new gameplay element (falling rocks), and I still need to […]

More cutscenes

Worked today on the new cutscene for the second temple in the game… This one was a whole lot of trouble (in the previous days) due to the immense amount of work required to get custom maps in. The cutscene itself was pretty simple… Added some sweet 4-point bezier traversal for the camera movement, which […]

Temple area

For the second temple in the game, I decided to just start voxel doodling and see where it got me… I got some nice ideas, and I combined that with the ideas I had regarding the combat itself (an open area where the player could run and hide from the enemies, since there will be […]

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 […]

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 […]

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, […]

Progress update…

Although there hasn’t been much updates in the blog, work has been very productive lately… First of all, Rincewind has started modeling the new “Grey” character, based on this concept I may have posted this before, but there you go… He has a more “wildman” streak to it, which is a bit more different than […]

Has it been more than a month?!…

Yep, it has… Between Christmas and work overload afterwards, we haven’t exactly worked a lot on “Grey”… We haven’t stopped, it’s just that the output rate wasn’t that big, and even when it was, it wasn’t “show-worthy”… Anyway, we’re back to blogging! We came into the new year with extra motivation to finish a game […]