Spellcaster Studios

Make it happen…

Playthrough, Part II

Today I’ve played the game until the part where the storyline stops, because I didn’t implement anymore of it…

I’ve fixed loads of small bugs, most of them related to the changes I’ve introduced since I wrote those scripts, and some writing as well.

Major tech fix was a overhaul of the 3d sprite system. Now I can say if a sprite is affected by lighting or not, which kind of helps with effects like the explosions, which need to be visible even in total darkness!

screen115

It’s hard capturing an explosion when it happens… They’re too quick! Smile

Next part of the story will require me to do some grinding so I can acquire enough alloy to have fuel to go to the next planet in the storyline. I’m already finding out some big balancing issues… I’m only 5 planets away from the start, and it’s already too difficult with the the starting weapon (the gun). But better weapons are too expensive, so I’ll probably have to reduce the cost of the weapons a bit, or increase the amount of alloy that we receive on each enemy. I think reducing the cost of the first weapons and upgrades is better, so that the player will have to grind a bit to get enough money to buy the really good weapons! Also have to implement the health packs (health injectors), since they kind of come in handy in tough situations (i.e. 6 enemies that crowd you during a desert sandstorm!).

Now listening to “Jaded” by “To/Die/For”

Link of the Day: Polygon triangulation comes in handy a lot of time, so here’s a link to an nice article about it: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/polygon-triangulation-r3334

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