Spellcaster Studios

Make it happen…

Category Archives: Game design

Random Missions: Escort

Today I started work on the “Escort” mission… Because everybody loves escort missions, right? Right? Guys? Still only have 3 or 4 variations of text for the escort missions, so I have to add more… The objective of the escort missions is to protect someone while fighting enemies that randomly spawn around the player. Need […]

Random missions: Additional areas

Today I just created areas for the random missions… These are just small areas that get placed on the mission planets when they spawn for a mission… Next step in the game’s development is to create the “Rescue” mission. Now listening to “Poetry to the Poisoned” by “Kamelot” Link of the Day: Either this will […]

Random Missions: Infestation

Today I wasn’t very motivated, an overall lack of energy… So I started by doing some writing, but the inspiration wasn’t great… Then I moved towards some research (mainly decals, ended up on this link which is probably the approach I’ll follow, although I’m not using deferred rendering on this game: goo.gl/S8o2W2)… Finally, decided to […]

Machine gun

Yet again, I started writing weapon descriptions and get lost in something else midway… In this case, the target was the machine gun, and while the visuals were good this time, the balance was completely off, so I had to work on that a bit. Still think the balance of the end-tier machine gun is […]

Shotgun

Well, I was supposed to start working on the new random mission system (the main part of Phase Two), but I started by writing the shotgun descriptions for the shop, and then I started playing around with it, and decided to improve the visuals slightly: The small “explosions” are very fast, and they show the […]