For the past several weeks, I’ve been looking for a new project for myself. I toyed around with several ideas during this time, but none of them resonated with me well enough. They were either too dull and unoriginal or too ambitious to pull off at this stage, considering my time constraints.
In the end, however, I came up with an idea that I actually like and decided to run with. So, welcome to the first-ever Project Spellcast devlog. Don’t worry, that’s just a working title.
What is Project Spellcast?
Project Spellcast is a simplistic 2D pixel-art Metroidvania project, which relies heavily on a unique spell casting system. Just like every Metroidvania, it features a semi-open world for the player to explore, some level of player progression, and more platforms than you can shake a stick at. And bosses, too, of course.
While I am not quite ready to reveal the spell casting system (I will probably do so in the next devlog), I can say that it is inspired by theĀ Magicka series and it involves “piecing” spells together.
What tech are you using?
The game is being built in Unity 2019.2. It is an engine I am familiar with and it allows for some great 2D games. However, it does have some limitations out of the box.
The first and most important problem that needs to be solved with Unity is its ageing input system. Thankfully, the new input system is already out (albeit in preview state), so I am making heavy use of it. Furthermore, I am currently using some additional packages provided by Unity Technologies in GitHub that allow a somewhat easier workflow (such as Rule Tiles, for example).
Project Spellcast will also employ the Lightweight Render Pipeline, but this will be implemented at a later stage. And, yes, this will probably add some more overhead than if I had started with it from the get-go, but I would like to flesh out a solid prototype and nail down the mechanics before I start adding eye-candy.
When and where will you launch?
I do not have a specific launch window in mind just yet. However, the first stable version with all player controls and main mechanics should be ready by the end of the year. Hopefully, the full game will launch in 6 to 8 months.
As for the platforms that I am targeting, the current plan is to have the game launch on PC through itch.io and (maybe, just maybe) Steam. However, the entire launch plan is subject to change and nothing is decided yet.
Closing words
If you read this entire post – thank you. If you understood nothing about the game from it, don’t worry, it is partially intentional. However, I promise to give far more information in the next devlog. And while we’re on the subject of the next one, it should arrive either this Sunday or early next week. Either way, I promise GIFs and some details regarding the spell system.
In the meantime, if you have any questions, feel free to reach out on Twitter (@dsm_dastmo), or via the contact form on my homepage.
Cheers!