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Devlog 1

The developer is creating a game called 'Spell Caster' where players code spells to defeat bosses, inspired by the game Magicka. So far, they have implemented a core magic system allowing object manipulation and spell writing, with a shout-out to a console plugin that contributed significantly to the code. The developer is also working on a Scratch-like UI and invites feedback from the community as the project progresses.

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0% found this document useful (0 votes)
60 views3 pages

Devlog 1

The developer is creating a game called 'Spell Caster' where players code spells to defeat bosses, inspired by the game Magicka. So far, they have implemented a core magic system allowing object manipulation and spell writing, with a shout-out to a console plugin that contributed significantly to the code. The developer is also working on a Scratch-like UI and invites feedback from the community as the project progresses.

Uploaded by

mrcreeper924
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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DEVLOG 1

Intro
Hello, everyone, and welcome to my first ever truly GOOD devlog. And it is the best one that
I will ever make.

I am working on a game called “Spell Caster.” The idea is simple, yet the realisation
probably isn't worth spending the whole summer on. Anyway, in this game, you will have to
code spells to fight big, bad bosses. The system that I have in mind is so complex that,
honestly, I might not be able to continue making the game if it isn't finished within the time
frame of this summer.

Context
One day, I was playing Magicka, a very old yet insanely funny game. You can basically cast
any type of magic combination, and they are mostly unique, which has allowed for
interesting gameplay throughout the game. The thing is that the game also has magicks,
which are pre-coded magic spells, like a meteor shower, rain, lightning bolt, etc.
I have loved the idea of magicks because they have made me feel all-powerful within the
game.
The other day, I was reading Twitter, and I heard an interesting opinion: coding is like writing
spells, and electricity is mana. At that moment, it hit me: I could make a game where you
have to code the magic spells. To make it easier I will have to make a visual language for
that.

What I’ve done

Up to this day, I have planned how I would make coding fun and so on and so forth.
However, I can only talk about the things I have finished, and yet, I have not finished much
so far. All I have managed to do is the core.

Take a look at this. As you can see, I have coded a class called “Magic,” which contains
many functions for magic manipulation. The functions are implemented in two ways:
instance functions and static functions. I use the static functions to communicate with the
console, where the commands come from, and with the instance object, which we control.
Think of the static functions as running for all the magic at once, but only triggering the
magic they are supposed to.

A huge shout-out goes to the console plugin by Jitspoe for providing me with over 70% of
the code for this stage of the game. The code is so well written that I am considering using
the plugin as the core for my in-game magic compiler.
At the moment, I have made it so you can spawn an object, give it the shape you want,
assign it a magic element (e.g., Fire, Water, or Stone), rotate, teleport, and throw it. I have
also implemented the basics of spell writing. Currently, about half of the spell-writing
functionality is possible via the terminal, which is good news. Let me demonstrate a HUGE
SPELL I HAVE CREATED:

Hammer spell footage

As you can see, I am planning to give the player full control over the magic within the game.
Although I will add balancing, either now or later.
That is most of what I have created regarding the magic system.

On the other hand, there is the UI. I have tried to make a Scratch-like UI, which works for
now. As you can see, you can stack blocks, move them separately, and it is already quite
complex, but it is not as well developed as I would like, so I will probably talk more about it in
the next devlog.

Outro
This game promises to be quite hard to develop so I'd like to help make sure to just leave an
honest review, idea or any kind of opinion in the comment section.

See you all next devlog.

Absolutely! Here’s your devlog rewritten as a friendly conversation with a friend, keeping
your jokes and tone intact:

---

DEVLOG 1

Ever wanted to feel like a wizard and a hacker at the same time? Well, you're in the wrong
place, we're making bad games and bad life choices here, get outta here!

So, I’ve started working on a game called “Spell Caster.”


The idea is pretty simple. The main thing is: you have to code spells to fight these big, bad
bosses. The system is so complicated that my friend called it a "game engine within a game
engine" if I don’t finish it this summer, I might just give up and go touch grass 'cause nahh it
aint gonna be finished any time after the summer let's be fo' reeeaaaal.

How did I even come up with this? Well, I was playing Magicka (you know, that old but
hilarious game where you can combo magic however you want). The coolest part for me
was always the “magicks”—those pre-coded spells like meteor showers and thunder bolt.
They made me feel like an absolute bad boy.

Then, I was scrolling on Twitter, or something similar, and saw someone say, “coding is like
writing spells while electricity is mana.”. or words to that effect. That was it. Brain explosion.
Why not make a game where you literally code your spells? To make it less painful, I figured
I’d need to make some kind of visual language for it... that was the point of no return...

So, what have I actually done so far? Not a ton. HOWEVER I HAVE GOT SOME SMART
STUFF TO SAY. I’ve got the core stuff working. I made a class called “Magic” (creative, I
know) with a bunch of functions for messing with magic. There are instance functions and
static functions—basically, the static ones talk to the console and the instance ones control
your specific magic. Think of the static ones as the bridge between entities and magic, but
they only control the one they’re supposed to... I was held by a thread of adding these
complex statements to seem smart. Don't judge hardly.

Huge shout-out to Jitspoe’s console plugin, by the way. I straight-up used like 70% of that
code for this stage. It’s so good I’m might just use it as the core for my in-game magic
compiler.

Right now, you can spawn objects, change their shape, give them an element (like Fire,
Water, or Stone), rotate them, teleport them, and throw them around. I’ve also started on the
spell-writing part. About half of it works through the terminal, which is honestly better than I
expected. Let me show you this MASSIVE SPELL I made:

*Hammer spell footage*

See? I want players to have full control over their magic. I’ll probably have to balance it at
some point, but that’s a problem for future me.

Anyhow, the UI! uhh, I tried making something like Scratch, and it kinda works. You can
stack blocks, move them around, and it’s already getting complicated. It’s not as polished as
I want, so I’ll probably rant about it more in the next devlog.

Anyway, this game is turning out to be way harder to make than I thought, so if you have any
ideas, feedback, or just want to roast my code, drop a comment. I’d really appreciate it.

Catch you in the next devlog!

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