Spellcaster Studios

Make it happen…

Yearly Archives: 2012

Feeling a bit more impish…

Our jobs have been killers lately, so nothing much has been done lately… Only Rincewind carried on with his work exploring sculpting, so here’s some screenshots of the results: Love this one, it’s in-engine with just a funky texture as color map… But it actually doesn’t look all that bad…  

Enter… the IMP!

Since the weekend wasn’t as productive as I’d wish, I give you: the Imp! Work in progress, obviously enough… The imp is the first creature that Grey gets to life-shape and control. He’s a minion of the Underworld, some sort of animal whose exposure to to the dark forces below has mutated and twisted him […]

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 […]

Tile builder

Took me longer than I expected, but it also has more functionalities available… I give you: The AUTOTILE BUILDER: This does what I described in the last post: creates transition tiles between two types of “terrain”, depending on a mask. It also allows for the user to specify a template material that is used to […]

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 […]

First animations…

…of which unfortunately I couldn’t make a video of… For some reason, my FRAPS stopped working on my modeler plugins, so the videos for these will have to wait until we can add the character to the actual game (which will only happen when I finish the mechanical aspects of the RPG system and we […]

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 […]