I was at Steam Dev Days this week and it was great!  I’m really excited about the things that are happening with the SteamOS and what it means for us at Hidden Path with Windborne and Defense Grid 2 and also what it means for Caster.

Over the past few months I have been doubling down my efforts on a significant update to Caster.  I even have a few artists on board to help update the visuals.

Here is a list of some of the things that have happened since the last update (in no particular order):

  • Command console support. Toggle settings, enable features, mostly for those developing on Caster.  Just run with -dev to enable.
  • Multi level tall building / structures (sky scrapers) structures support with crumble / topple animation.  This is for creating cities and being able to destroy sections of towers at a time.
  • Debris when hitting buildings.
  • Box collision: Yes, prior to now Caster only used cylinder and sphere collision.
  • Shader support: Caster was 100% fixed function using OpenGL 1.1.
  • Multiple materials per mesh.
  • Custom SMD file based model format to replace the OBJ and HL model formats.  This is to make exporting and importing art from high end modeling software much easier.
  • New terrain textures.
  • Some new tree models and textures.
  • Mostly done android port.
  • Experiments with networking for potential multiplayer.
  • Removed dependency on SDL_image.
  • First person view mode.
  • Oculus Rift support.
  • Reorganized the code and project structure.  Caster now supports 7 distinct target platforms: Win32, Linux, Mac, iOS, Palm, Android (Casteroid), and Dreamcast… Mainly because Spencer Nielsen could not resist “Dreamcaster” as the name of the port.
  • Improved game pad mapping.
  • Add dash animation.  Rather than just running really fast, the character hovers above the ground.
  • Water stream effect.  More like acid spew effect for the enemies.
  • Improved -dev mode.
  • Multiple game support.  There is a “caster.game” file that is used by default, however, you can specify your own “.game” file to play a different style of game.
  • 2D side scrolling game mode.
  • Fixed camera game mode for a twin stick like shooter.
  • Animated models can now be scaled to any size.
  • Build date on screen when using -dev mode.

I’m very excited about where Caster is heading, especially with the new opportunities with the Steam Workshop that will make it easier to drop in maps mods that others have done.

If you’re interested in helping out, drop me a line!

mike@elecorn.com

Here’s looking to a great future for Caster!