Spellcaster Studios

Make it happen…

Category Archives: Game design

Finished cultist base

Finally finished the cultist base… Small details were making life hard for me, but it’s done… The final cutscene was very big, and I had some difficulty getting the text right… Also improved the machine gun fire, since it looked terrible in low light circumstances: Next step: another base facility… This time I want to […]

Dialogues, cutscenes, etc…

This is been very slow going lately… Writing decent dialogues is hard work, and even half-assed ones like mine take forever! I’m drawing to a close in the cultist part of the game, missing four plot moments, and I’m done with the storyline… So, hopefully I’ll be able to finish this part of the development […]

More cultists…

Not much work today, just added and balanced the cultists in their base: Getting ready for my vacations in a few days, preparing some blog entries in advance, because on some of the days I won’t even have laptop access, let alone code or blog about it… Now listening to “Whoracle” by “In Flames” Link […]

Cultist base

Today I’ve worked mainly on the cultist’s base… I wanted to make a different environment, but that still looked like a base, so I used the temple tileset and placed the “base” on top of a lava lake… I’ve also played around with the fake lighting on some torches, to give it more ambient: It’s […]

Playthrough, Part XIV

A bit more work on the storyline, including a new boss fight… This one takes the form of an arena fight with a lot of mobs spawning faster and faster. The fight is pretty cool, but it’s very hard… I hope my current balancing strategy (being very low-powered compared to what I expect the players […]

Playthrough, Part XIII

As it’s becoming more usual, started the development day fixing some small bugs, in particular one that was driving me crazy… Sometimes, some parts of the world would not display… It wasn’t always all the same piece, and when I debugged, the piece was there with the correct data! After a lot of time, I […]

Playthrough, Part XII

Today was a day of level design… The area I’m working on is a previously visited area, but now you’ll have to fight in it… Since it takes place in a star base, I was thinking of adding a maze-like structure (a series of elevators which the player can use to get around, but the […]

Take that!

Not much time today for development, it’s my wedding anniversary (11 years and counting!), so I’ll make this quick… After some balancing, tweaking and bug fixing, I managed to kill the boss… The fight is not as fun as I’d like… You almost never can see the boss, because he’ll kill you if you’re too close, […]