Spellcaster Studios

Make it happen…

Yearly Archives: 2015

Audio work…

Still working on the audio, mostly adjusting volumes to account for the 3d sound system… It’s actually quite impressive the difference 3d sound makes to the game… I’m also compiling a list of audio effects I still need to make for the game, and I’ll have to do that for the cutscenes as well… A […]

3d audio…

Today I got 3d audio working! It wasn’t that complicated, to be honest, and it actually adds something to the game… Now I need to retune all the existing sound effects (the volumes now are all wrong), so this is mostly boring work for now! :\ Now listening to “Tage Mahal” by “Jon Oliva’s Pain” […]

Integrating audio

Today I integrated the new audio engine with the rest of the game… It worked fine, except for some minor bugs… I’m thinking of adding 3d sound, it’s a simple enough change, not sure if it’s actually a good one, since most of the audible elements are on screen at the same time and are […]

New sound engine, part 2

As the title indicates, still working on the sound engine… It’s way better than the previous one (FMod is a way better API than 10 years ago), so I don’t expect much issues after this is done… This is just test code so far, tomorrow I’m integrating this with the actual game… Now listening to […]

New sound engine

Working on the new sound engine for the game… For some years now, I’ve been using an old version of FMod, because it was free for non-commercial use and it did what I needed… Now, for Gateway, I need a new engine that’s cross-platform, so I’m trying out FMod Studio… For one, I’m relatively familiar […]

Final tweaks

I’m doing the final pre-music tweaks on the trailer, based on feedback from friends… After I finish this, I’m sending this over to the musician so he can work his magic! He’s rather busy at the moment, doing recordings for his band’s new album, but he’ll get on it when he can! Not sure on […]

Fine tuning…

Well, my first experiment with the teaser trailer was disappointing… It has some good ideas, but the timings are absolutely terrible! Been working most of the day on getting a better feel for it… Everything looks cools in the preview window, but as soon as I render the video (which takes about 20 minutes), I […]

Cutting, transition, cards, rinse, repeat…

Hard at work on the teaser trailer… This is especially hard because it’s not my comfort zone at all… I have to stop every 5 minutes to check how you do something in Adobe Premiere, then choosing the right bits, all the while keeping track of the timings… This last part is particularly hard for […]

More work on the trailer

Kept working on the teaser trailer… This is very time consuming, especially because I keep finding small performance issues that aren’t visible in the small areas where the game usually takes place, but become huge bottlenecks when I’m using such a big area (about nine times as big)… Since I can’t afford a top-of-the-line video […]

Teaser trailer work

Started working on the teaser trailer for the game… Maybe it’s a bit premature, but it’s good for my motivation to see this sort of thing taking shape! Anyway, had some difficulty with the tech part of it, since I wanted a big map to be able to navigate through it, but the game engine […]