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!

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!

Saturday, August 20, 2016

Magicmaker August 20 2016 Update

Hello witches and wizards!

Magicmaker has been updated! Here's what we fixed:

 Aug 20 2016 - Patch Notes


  • Adjusted material tooltips for clarity and consistency
  • One-Sided Coin's explosion radius now scales with material grade and multiple copies of it.
  • One-Sided Coin's explosion damage now scales stronger with spellpower
  • Added options to adjust screen shake
  • When loading recipes containing an unavailable material grade, the next highest available grade will be slotted
  • Added secrets


  • Fixed a bug where Explosive Powder laser spells were doing 10x their intended damage
  • Fixed an issue where the Forest Boss's Pollen Laser would scale into negative values in NG+
  • Magic Boomerang robe effect will no longer knock back objects that are intended to be knockback immune
  • Fixed an issue that caused the Final Boss to despawn if knocked off screen
  • Bazel's Hourglass of Regret no longer warps the player through anti-teleport walls
  • Fixed a crash caused by charming goblin wizards using Illusion Dust
  • Fixed a bug where Extract of Monday's robe effect's damage was being multiplied in the Super Murderfest challenge
  • Fixed a crash on WINE on OS X
  • Fixed a typo in the Halloween Quest


  • Added screen shake intensity options

Wednesday, July 27, 2016

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

Hey fans,

This month’s update is going to be going over the five playable races in our upcoming title, as well as their place within the world we are crafting. We’ve also got several pieces of concept art to show that demonstrate aspects of each race’s identity and culture. These are intended to show what a prototypical member of the species would look like, rather than any specific character or specific race/class combination.

You know the drill- all these pieces are concept art and are for direction and inspiration and subject to iteration.

Tuesday, June 28, 2016

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

Hey fans,

June update! We've continued to make daily progress on our next title over the last month- a majority of which is not in departments that are easy to show. These things include significant improvements to AI and combat scripting. Among these changes, however, we also started on animations and the art pipeline to get these kinds of assets in game. To test the system, we started with the Punk class's idle, walk, attack, and block animations.

Tuesday, May 17, 2016

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

Hey fans,

Development has been continuing smoothly on Tasty Game #2 over the last month, and today we have some more pieces of concept art to show! As much as we want to dive right in, if you haven’t read last month's update, you may want to do that first. It goes over some fundamental pieces of the world we’re building and gives some more context to what we’re showing today.

Finally, another reminder that these are concept art pieces, being used for direction and inspiration, and like all things in game development may be iterated on as we march towards release.