Spellcaster Studios

Make it happen…

Category Archives: Game design

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 […]

Small stuff…

Today I wasn’t feeling like tackling something big, so I decided to work on small stuff… After fixing some minor bugs, I looked at my task list and I saw something that shouldn’t be hard, but I was curious about: target prediction. Up until now, the enemies would shot at the players current position, so […]

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 […]

Playthrough, Part II

Today I’ve played the game until the part where the storyline stops, because I didn’t implement anymore of it… I’ve fixed loads of small bugs, most of them related to the changes I’ve introduced since I wrote those scripts, and some writing as well. Major tech fix was a overhaul of the 3d sprite system. […]

Enter the editor…

Some of the areas of the game are story-driven, and as such they should look unique… I could build algorithms to generate specific areas (as I did with the temple), but after some thought, I arrived to the concluding that’s counter-productive… building an algorithm that builds something interesting is time-consuming and it’s only worth it […]

Some thoughts…

Although we haven’t been able to work on Grey for some time now, I haven’t stopped thinking about games… First of all, I‘m delving into The Critical Path Project. It’s a collection of interviews with some of the world’s best known game designers, and there’s a lot of interesting stuff in there… One thing that […]

Loads of new stuff!

The reason why we’ve been so quiet is that we’ve been working (finally) on the game systems themselves and the gameplay is starting to take shape! First, I finished the “highlight” effect, that kicks in when the mouse cursor is on top of something that can be interacted with: First I tried making a simple […]

Behind the scenes

Most of the work in a game takes place behind the scenes, and we don’t have anything to show for it… The internal systems are often neglected when one considers game development, but they’re crucial to get the system up and running in a timely fashion and without any problems… And that’s what we’ve been […]

Creature and boss fight design

Spent most of my Grey time in the weekend working on creature and boss design, and I can tell you: although it’s fun, it’s a lot of work. First, we started by defining the player controlled characters. All the creatures have a “creature buff” that can be cast on all the friendly units (like an […]

RPG system – Part IV

Practically finished the technological aspects of the RPG system, with the addition of channeled and area-of-effect (AOE) abilities. Had to change some of the RPG flow because of the periodic effects. The problem was that it caused some erratic behaviors; considering that we had an “heartbeat” in the system, ticking every 2 seconds. So, every […]