Spellcaster Studios

Make it happen…

Yearly Archives: 2014

Sewer lights

Today was a bit frustrating… I thought I was going to be able to start the last custom area of the game, but instead I was struggling trying to make the sewers look good… The sewers are an area with some glowing gloop, and I wanted that to be the only light, so do a […]

Finished the machine room

Finally I finished the machine room… It may be a bit too hard, at least with the level of gear I have equipped in the game at this stage (but I deliberately kept myself back, to give me a handicap that enables me to gauge more precisely what would happen with an ordinary player). Still, […]

Gas vents

Today I added the gas vent element to the game: It’s a nifty gameplay element, although I’ll probably only use it in a couple of places… Frequency, phase, length, etc, all of those can be configured in the editor, which is good from a game design perspective (can see how will they behave without loading […]

Playthrough, Part XV

Still advancing in the game… This is very time consuming, I keep pushing my standards higher as I’m becoming more adept with my own tools, and get more ideas for how to turn the few elements I have in more interesting stuff… Started a new area, already progressing nicely… The gameplay is a bit different […]

New enemy!

Today has been an horrible day in terms of work, and that translated in a terrible game development process… But, after a lot of grief with (yet again) the pathfinder, here’s the new enemy: These spawn from nodes (until they’re destroyed) and hunt the player down… If they reach him they either hit him, or […]

Lighting system

Finished the lighting system I started yesterday… The results are rather good and easy to use (and no more silly crashes). The light generation is fast enough that I can do it in runtime, when the level loads, which is easier to manage in terms of files (no need to keep an unlit file). Now, […]

More editor stuff

A plan is something that exists until the first contact with reality… Tonight I was intending to start the level design for the corporate HQ, but when I started lighting the place I saw the flaw in my plan… Most of the levels I’ve made so far have a very small number of lights… And […]

Building visuals

Today I didn’t have much time to work on the game, but it was highly productive… I was trying out different approaches to the visuals on the corporate facility, playing with tilesets and lighting to achieve a proper mood… First, I tried just the classic red lighting: It looks good, but it’s a bit cliché […]

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 […]