Wednesday, January 25, 2017

What's Cooking at Tasty Stewdios? (Jan 2017)

Greetings! We’re back from a holiday hiatus and have got another development update/geography lesson!

The past month has been spent on character profile art and related UI elements. You know how in most strategy games you can select a unit, and get a readout of their name, stats, a little picture of them, so on so forth? That’s what we’ve been doing. It’s off to an awesome start, and we can’t wait to show it off, but would prefer to wait until all the temporary art assets have been replaced. What we have accomplished has laid a great foundation for the art style that will be expressed in every facet of the game.

On to the world history lesson!

Today’s three countries of interest as we move northward- Stoimont (yellow, on the bottom), San Gréava (green), and The Calpis (orange, to the west). 

Tuesday, December 6, 2016

December 6th Game Update

Happy Holidays! We've rolled out another Magicmaker update to address some bugs and other issues with the game. Read on for the full notes!

Dec 06 2016 - Patch Notes


  • You can now warp between the boss-repelling giant gems in the Temple Zone (allowing you to return to the start of the level) 
  • Crystal Ball spells have again updated behavior for multi-hit effects. If there are no nearby enemies, they will loop back to the same target. 
  • Adjusted Beehives to be slightly more difficult to knock down, especially in New Game+ 
  • Agitated bees stay around for less time in New Game+, but deal more damage. 
  • Leaf piles now have health


  • Poison and Fire status effects no longer do 100x their intended damage on the Super Murderfest challenge 
  • Salamanders now take knockback damage 
  • The title screen now displays on extremely large resolutions 
  • Fixed additional typos and adjusted some quest text. There are now absolutely no spelling errors at all within the entire game. Every single word of every line of text is spelled correctly.

Tuesday, November 29, 2016

What's Cooking at Tasty Stewdios? (Nov 2016)

Hello again!

This month we saw continued progress on our first map sprite animation pass, and it’s looking like we’ll be done with the basic character classes soon! To put those animations to work, we’ve also added a new AI system that gives us a lot more control over missions and encounters. This new AI has already taught us some interesting lessons in combat strategy!

Following in last month’s footsteps, we’ll also be featuring another piece of worldbuilding content  this month.

 This month we head south of the locales we explored last update. Looking at the map now, it’s hard to believe this all used to be a single country!

Tuesday, October 25, 2016

October 25th Game Update

Greetings and Happy Halloween! We've pushed an update for Magicmaker containing bug fixes. This update also includes steam cloud save functionality, allowing your save files to go anywhere you do! Read on for the full notes.

Oct 25 2016 - Patch Notes


  • Target Dummies can now be raised to 100,000 health in New Game+
  • Crystal Ball spells have updated behavior for multi-hit effects- the projectile will choose a new homing target each time it hits an enemy.
  • Adjusted how knockback is processed, preventing the rapid accumulation of gravity-related momentum
  • Adjusted the spread pattern of Illusion Dust projectiles
  • Necrom-nomicon minion HP and damage is now calculated on projectile expiration instead of on-cast, allowing them to benefit from Chaos Butterfly and Extract of Monday materials properly
  • You can no longer finish the tutorial on New Game+ mode without collecting all your equipment
  • Goblin wizards are no longer immune to knockback
  • Improved clarity of some material tooltips 


  • Illusion Dust no longer stacks into negative damage or spellpower values in New Game+
  • Fixed a bug where Owlbear Trap/Siren Seafoam/Chaos Butterfly/Tonna Brick spells would have a life of their own and move in illogical ways
  • Fixed a bug where Illusion Dust robe projectiles could sometimes damage the player
  • Disabled the = debug key (it made a bunch of numbers appear)
  • Fixed a bug where goblin wizards would have some materials incorrectly set on the Goblin Revolution challenge
  • Fixed a bug where the gem ghost could get knocked out of the level bounds in the castle, preventing it from being collectable
  • Fixed a rare crash in the final battle
  • Fixed a bug where Fairy Wing/Optic Lens spells would hit an incorrect number of times.
  • Fixed a typo in the Halloween Quest


  • Magicmaker saves now use Steam Cloud Saving

Monday, October 24, 2016

What's Cooking at Tasty Stewdios? (Oct 2016)


This past month we have been working on designing the UI elements in our next title, with extra focus on making the different pieces feel unique to what we are making while still clearly communicating information and ideas. Additionally, more work has been done on character animations, and they are looking fantastic.

Read on for more!

Last month I mentioned that we have spent a great deal of time and care building a compelling world for the game to take place in. To make these locations feel alive, each nation is defined by a past, current events, and ideals/motivations which guide what kind of future they want to move towards. Often this involves evolving relationships, rivalries, border disputes, and the rise and fall of important leaders. Over the next several months, we’ll be diving into the different nations of the world.

Monday, September 19, 2016

What's Cooking at Tasty Stewdios? (Sep 2016)


This month, we've got more concept art to show! On the development side of things, we've continued working on map sprites and animations, as well as adding some proper UI elements. On the design side, more time has been put into establishing the locations and history of the important stories that take place in this exciting setting. We've even got flags for the different nations of the world! But today, we'd really like to focus on the Bards.

Tuesday, August 30, 2016

What's Cooking at Tasty Stewdios? (Aug 2016)

Hey everyone, Over the last month we worked primarily on two parts of our next game: outlining the story and establishing the animation pipeline for map sprites. Read on for the full rundown of this month's development!