Spellcaster Studios

Make it happen…

Yearly Archives: 2014

Not quite yet…

Finished the props system on the editor… It still has some issues, but it’s mostly done! Only thing remaining on the editor are a couple of tools: constraints (so we can do straight lines easily) and mirror (because most of what I do is symmetrical in nature). After that, I can get back to the […]

Almost done with the editor…

Although this is taking a bit more time than I expected (mostly due to feature creep), the editor is almost done, only props and model painting is missing from it… And it looks great! The editor now supports custom brushes, that can be made by saving a map created this way… On the above screenshot, […]

More progress on the editor

Added colors (diffuse and emissive) to the editor, which improves the gamut of choices…   There’s still some bugs… rebuilding the mesh when I paint voxels sometimes does a bad job, but I think that has to do with the update of the mesh itself, because when I force a refresh (which deletes the meshes, […]

Small progress on the editor

Yesterday I had a very long evening, and as such today I’m a bit hungover, which means not a lot of energy for development… Anyway, keeping with my own pledge to do at least a bit every day, I progressed a bit further in the editor. Now the editing area can be grown/shrunk, and the […]

Enter the editor…

Some of the areas of the game are story-driven, and as such they should look unique… I could build algorithms to generate specific areas (as I did with the temple), but after some thought, I arrived to the concluding that’s counter-productive… building an algorithm that builds something interesting is time-consuming and it’s only worth it […]

New collision detection

Until now, the collision detection of the player character and the game world was point based, i.e. I would detect if the player could move to a position if the differential of heights of the new position was smaller than the “step size”. This would lead to this: Half the character is penetrating the scene, […]

Playthrough, Part I

Currently, I’m playing the game again, fixing small bugs (rendering and scripting) in the cutscenes, trying to tune up what I’ve done so far, so I can start progressing a bit more in the direction of having a complete game (then I’ll have the balancing and polishing phases, yay). First third of the game is […]

More text, some math…

Today I fixed some more of the text system, it looks much better than yesterday now, in terms of spacing (which makes the text easier to read): Also fixed some bugs with z-fighting (still plenty to go around with a 24-bit buffer), and now the fade-outs go to real black (annoyed the hell out of […]

Fixing text

After yesterday’s update for multilingual support, today I had to change a lot of scripts to conform to this new usage type. Scripts became clearer, which is a big advantage. Also introduced this update to the tutorial system, and the Captain’s Log system… Still need to do these changes in the hardcoded C++ part (game […]

Speech System

Revamped the speech system a bit, to make it easier to script and to prepare for the future in terms of multi-language (not sure if it will ever have more than one language, but this way it’s just a matter of translating a directory)… Previously, the script for a text exchange would be something like: […]