Brain's Blog Seven Spells Of Destruction Development Journal - GameDev.net

Seven Spells Of Destruction Development Journal

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UK
Following the development of my fighting fantasy inspired multiplayer RPG
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11 entries
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Brain
March 20, 2024
Choose an engine and stick with it! (Why and how I went from my own engine, to UE4, and back again!)
A History Lesson of a very old game

Hello all!

It has been a very long time since I attempted to yet again deliver my role playing game The Seven Spells Of Destruction to the waiting hands of gamers. Several times I have tried, and failed with varying degrees of success.

Let's recap on all the various…

62,116 views
Brain
August 26, 2019
Musings on restarting development, and free alpha downloads

Hi all,

It's been a very long time since i last worked on this project. Now that Mr Boom's Firework Factory has been released, i decided to turn my attention to other projects, namely this one that has sat languishing on my hard drive for many years now since 2015. On deciding to restart thi…

5,784 views
Brain
November 10, 2015
Adding the menu, loading screen and mini-map
Hi everyone!

It has been a busy month or so in the land of game development for me. My game has moved on to now having a proper menu system, a loading screen and asynchronous streaming levels. Along with this I have also added a mini-map which uses a second camera directly above the player's skeleta…
7,106 views
Brain
October 07, 2015
Simple stuff: Creating a spawner in UE4 using C++
Hi everyone!

This weeks simple project was to create an effective enemy spawner in UE4 using C++. I already had a simplistic blueprint version of this, but it had some bugs which were causing crashes in the engine and editor. Once blueprint scripts start crashing the editor, it is hard to troublesho…
17,895 views
Brain
September 29, 2015
Rewriting the AI Controller in C++
Hi everyone!

So it's been a while since i last posted a blog entry. It has been an extremely busy time for me, tweaking and improving the performance and design of my game. I have finally moved on from using Blueprint for parts of my game to using C++, where i feel much more at home and it feels mor…
10,649 views
Brain
July 30, 2015
Smart enemies and AI
Hi everyone,

I have had some spare time to spend on getting the AI working in my game for enemies. Moving on from simple Chickens, which don't do anything much except walk around waiting to be killed, I have now moved on to getting smarter and meaner creatures to stalk you through the map and make t…
4,666 views
Brain
July 28, 2015
Winner winner, chicken dinner!
Hi everyone!

As the next step in my game i have decided to anger various right-wing animal rights groups by testing out virtual weapons on virtual chickens. The next step in my game was obvious in that some form of combat was needed.

I have implemented a combat system based on the approximate swing a…
3,018 views
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Brain
July 23, 2015
Swordplay, castles and other RPG things
Hi everyone!

As another week passes it's that time again to showcase what new features i've added to the game.

[table][tr][td]
[sharedmedia=gallery:images:6502]
[/td][td]This week i have concentrated on animations, and using the unreal engine per bone blend along with some alpha blend tricks to allow f…
3,165 views
Brain
July 16, 2015
Give me my sword, so i might smite thee!
Hi everyone,

The game is now advancing at quite some pace as i find all sorts of things here and there to add, all of which are requirements for gameplay. The main one of these this week has been weapon equip facilities.

The concept of carrying weapons and using them is fundamental to most role playi…
3,974 views
Brain
July 11, 2015
Graphical enhancements ahoy!
Another day, another post.

I have now managed to fix the shadows and as part of this have moved on to using full dynamic global illumination. This has allowed me to implement a full day/night cycle.

I am now progressing with adding towns and cities to the map and further amounts of foliage. The video…
2,189 views
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