Spellcaster Studios

Make it happen…

Yearly Archives: 2014

Still not much…

Due to the fact that I’m running super-late (all my estimations were wrong), I’ve not been blogging that much, nor have I been keeping track of what other people are doing (which is too bad, that’s one of my favorite parts). Hopefully, today will go a little better. Anyway, here’s the latest screenshot… It shows […]

Starting to make some progress…

Still going terribly, but its gradually improving… Think I chewed more than I should, because of the balancing… It takes too long to adjust the simulation parameters, especially if you’re not used to that kind of work! Planets now have food supplies and their population grows with it, similar to the real planet where resources […]

First screenshots

This is not going very well… It’s taking me ages to get the simplest things up and running, due to small bugs plus a lack of understanding of what I’m actually building… First screenshot: Spent about 45 minutes just trying to figure out the parameters of the simulation to start implementing, so I’m about 2 […]

Starting work…

Well, I’ve been busy with a some personal stuff I had to take care, now it’s time to start working on the game! After careful consideration, I’m going to make a space trading game (tentative name “StarTrader Corp.”). The idea is that the player has to manage trade routes, building ships, hyperspace portals, etc, to […]

Just woke up…

Late, but I’m awake now! So the theme is (as expected) “Connected Worlds”… Hum, I didn’t manage to think of any decent idea with this, although there are several bouncing around my head: – Society is connected: You have to do actions on your Facetube profile to get more friends. This one would probably involve […]

I’m in

I’m participating on this the Ludum Dare 48-hour competition again, and I’ll be posting updates here, and on Twitter (@shadowcovenant, if you want to follow me), and also on the LudumDare website… I’ve updated my basic LD48 framework with some stuff I think I may need (nothing game related, just some stuff most engines have […]

Progress so far…

Well, today I didn’t have time for anything, so not to let a day go by without an update, I’ve just made a quick script to join all the screenshots I took so far of the game, since the beginning of development in the Indie Speed Run in a single massive GIF… It’s cool seeing […]

Bugville, part deux!

More bugs on my way back to where it all started, where the final showdown will take place… Most of it was fairly small, small mistakes, typos, etc, but I had a nasty one… By accident, instead of loading the game I pressed new game, and a lot of errors there, when running the initialization […]

Bugville!

Today I had full intention of starting the last area of the game, but I got sidetracked with small stuff, mainly related to bugs I’ve introduced in the latest refactoring rounds… This is what my evening was like: But I killed a lot of bugs, and added some more functionalities, namely quick save/load. Quicksave was […]

Playthrough, Part XVI

Finally finished the corporate based… was expecting to take way less time on this! It has some fairly cool moments, though, and the end fight is challenging… Just missing some cutscenes and the final area, and I’m “story-complete” and can start doing a second pass on the game (to check what I broke along the […]