Spellcaster Studios

Make it happen…

Monthly Archives: September 2014

Equipment screen

Working hard on getting the equipment screen up and running… It’s already functional, just needs more tweaking to work properly… Visually is looks terrible, but I won’t waste time on this for now… Now listening to “The Chemical Wedding” by “Bruce Dickinson” Link of the Day: Everybody knows I love me some Assassin’s Creed… and […]

Working on the shop…

To be able to make the equipment screen properly, I need to finish the shop… And working on it, I saw it wasn’t very pleasant to use: the mouse wheel didn’t scroll the item list, double clicking wouldn’t buy stuff, you didn’t have any indication of the amount of items of one type you had… […]

Let’s go shopping!

Today I didn’t have much time to work on the game… Just fixed the problems with the shop caused by the refactor of the item system. Still need to display somewhere the amount of items of that type the player already has available (grenades, fuel, etc), but I might leave that for when I receive […]

Refactoring the item system

Working on the equipment screen (UI work, which I hate)… I’ve had to refactor all the item system, since it was the same since the 48-hour version of the game, which was clearly inadequate for this task. Yep, this is what my whole work hours looked like! Tomorrow I hope to see if I broke […]

Balancing…

Finished balancing the last boss today, yay! It might not be a big challenge if the player is well geared, but it still requires some attention and a moderate amount of skill! Just missing three more elements and first pass is done: Equipment Screen Health Injectors Title Screen (to replace the ugly one below): It […]

More work on the cutscene

Second part of the cutscene is done… This is a bit slow going because my “tools” to make them are crap… If I had on Cantrip the tools I have on Spellbook, this would have been done for ages now! Since this part takes place in a familiar place, I can do a not-censured screenshot! […]

A boss fight and a cutscene to go!

Just finished the final boss introduction cutscene… It came out quite alright, one of my favorites so far! Now to get pass the boss fight at the end… I might be a bit underpowered for it (hopefully the player will have amassed much more gear at this point). The problem is that if you haven’t, […]

Level design is really hard!

Working on the level design of the last area of the game, and it’s really slow going… The problem is that I’m measuring difficulty with my own skill set, which is very high for this game at this point… On the other hand, I don’t want to make it easier than I have to, since […]