Spellcaster Studios

Make it happen…

Category Archives: Game design

RPG system – Part III

Work continued on the RPG system this weekend, mostly the technological components. By “technological components” I mean the code that actually drives the spells and abilities system (including cooldowns, cast times, life-shaping, etc). This was quite a complicated system to build, because it is all written in Lua (which makes some stuff easier, but debugging […]

RPG system – Part II

This weekend I’ve worked more on the RPG system of Grey. The health and resource system I managed to complete last week. In my RPG system, you can think of “resource” as fuel for abilities. Mages have “mana” as a resource, life-shapers “resolve”, warriors have “bravado”, and so forth. Currently, I’ve only worked on the […]

RPG system – Part I

Spent most of the weekend working on the RPG system of “Grey”. The mechanics of “Grey” require a stable (C)RPG foundation, with all the usual systems, like primary attributes, derived attributes, talent trees, equipment and buffs/debuffs, and building that is a challenge. Of course, I could have used one of the dozens of open/free RPG […]

Flavor text

  Happy new year, everyone! Sorry about the lack of updates, but the holiday season is hectic for all of us. We didn’t get as much work as we wanted on this season (but then again, we never do!). For my part, I just scraped enough time between eating and being with the family to […]

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 […]