Magical Spell Masters is now in beta. We worked hard over the last few weeks to complete our feature set (including some notable additions like the tutorial and save system), get all our blockout assets in, fill out the sound design, and get the gameplay in a more stable state. Our scope remains small—the game will have just three or four levels, in addition to the tutorial—but playing through these levels presents a fun challenge more often than not. Really, this is as much as I hoped for in this project. I never wanted to make something grand; I wanted to make something fun and original. I feel like we’re well on the way to achieving that.
Tag: programming
Get Struct – Designing for Designers
A recent VR project I worked on (a gallery shooter named Too Many Bunnies) required me to develop a simple interface to allow designers to easily customize and iterate upon the game’s very simple AI. Its simplicity left me free to focus on an aspects of programming I’d not really needed to think much about before: the interface of my systems.