Spellcaster Studios

Make it happen…

Yearly Archives: 2015

Finalizing the office (I hope)…

So, today I’m going to Ikea to see if I can purchase some new furniture to help us finalize the office organization… Wish me luck! Now listening to “Lost In the New Real” by “Arjen Lucassen”

More office setup…

So me and my wife spent most of today just reorganizing the home office… we sure have a lot of crap… When it came time to work on the game, I was half asleep in front of the computer, and my eyes were extremely itchy, so no work today, I’ll see if I can get […]

Audio work

No screenshot today, since I was working on the audio… Audio work on this game is a bit weird… On one hand, I’d like the sound to have a “retro” feel, but that sounds terrible after a bit, mostly tiring… On the other hand, I’m not very good at audio design, which conflicts with the […]

New home office…

Well, no time to work on the game today… First, I was setting up my new “home office”, which involved a lot of moving around and clearing stuff from my desk… This is still not final (missing all the computers I need, and this desk is too small), but for now it will have to […]

Happy birthday to me

Well, it’s my birthday today, and that means no work… It’s one of my general rules that I never work on my birthday, and I’ve been faithful to it for the last 20 years or so! So, have a beer and toast to my good health that I keep thanks to eating healthy following a […]

Shader quality

Just added a shader quality system to the game, so that some shaders can be customized for less-powerfull GPUs (like the one I have on my Mac). Currently, only the ambient occlusion stuff is affected by it (since the Mac seems to be sampling-limited). So, without AO: Maximum shader quality: Minimum shader quality: Not amazing, […]

More stippled alpha

Still working on the occlusion shader, trying to decide what looks better… So, we have two options: using alphas (left) or using a stipple pattern (right): I prefer the right side, but based on some informal research on Twitter and on my Facebook friends, everyone seems to prefer the left side… So, left side it […]

Occlusion on water

Still working on the occlusion on the water… The major problem is that this is very render-pipeline dependent. I have to render the water in the depth/normal pass, or else I won’t have decals, so I’m kind of stuck with what I can do with it… So, I decided to try a different approach: use […]

Cache issue fixed

So the bug I found yesterday was cache related… The planet (including the flow map) was being regenerated when I went back to the ship, but the associated areas weren’t, so they were still drawing the old data… Took me a bit to figure out, because I couldn’t do any debugging in debug mode, because […]

Not much time…

This is recurring nowadays… With my current work situation, and other personal issues, my time is pretty much limited to one hour or so of development per day, and that’s terrible, since that’s mostly the time I take to get “in the zone”. So I usually start development on a day, late at night, find […]