Spellcaster Studios

Make it happen…

Playthrough, Part XIII

As it’s becoming more usual, started the development day fixing some small bugs, in particular one that was driving me crazy… Sometimes, some parts of the world would not display… It wasn’t always all the same piece, and when I debugged, the piece was there with the correct data!

After a lot of time, I found the problem in a completely unrelated piece of code… Problem was that I was allocating a vertex buffer for 4000 stars (for the background)… And I was putting in the buffer 7000 stars… For some reason, this didn’t crash the system (as it would be expected), but was contaminating a buffer after it was written (that’s why I saw the correct data, it only got corrupted in the GPU)… Talk about stupid errors!

Anyway, I’ve progressed the story a bit more, now it’s time for one more boss encounter…

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I’m at about 60% of the storyline progression… And I finally had to upgrade my weapons, I wasn’t able to pass the enemies before this area… I just upgraded to Level 2 armor, and a Level 1 machine gun (there’s about 5 levels in each), so it’s not that much of an edge… Obviously enough, only when I have the main storyline done I’ll do some alpha testing with some friends, see what they think about the difficulty…

Now listening to “Dark Matter Dimensions” by “Scar Symmetry”

Link of the Day: I’m a huge fan of the Assassin’s Creed franchise, so these videos are quite interesting, specially the graphics part… Wish I could play with those types of advanced techniques, but it’s not just a matter of tech, it’s also a matter of having the right art assets, which for a small indie dev is impossible:

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