Hey everyone! Andrew here bringing you a quick show n tell on how we approach decorating a level for Blightmare! It’s quite simple. We tend to do it by layers. Far background, immediate background, foreground, and extreme close foreground. The interactive objects such as lightbugs and ladybugs all exist on the player layer which is Continue Reading

Hi there!  Welcome back to the Blightmare dev blog.  We’ve entered into a phase of the project that is much more focused on iteration of our content and features rather than building new stuff.  As a result, there isn’t as much cool stuff to talk about on the blog.  Instead, we spend most of our Continue Reading

Hello and welcome back to the Blightmare dev blog!  Today’s post revisits the topic of culling – first discussed here.  It turns out that there were some problems with the initial implementation, and I finally got around to fixing them.  I’ll start by discussing the problems that need to be addressed and then we’ll move Continue Reading

Hey all!   It’s Andrew back with a few tips on simple story elements that can help you come up with a solid outline. I use these steps in almost all of my story projects. There are only three, and they can be often referenced as Act 1 , 2, and 3 in a play Continue Reading

Hi there!  Welcome back to the Blightmare developer blog.  Today’s post is a continuation of our ongoing series about 2D lighting.  Specifically, we’re going to start looking at some performance improvements because with all our recent effects, there are some areas that are so slow they can’t really be played and that’s no good.  This Continue Reading

Welcome back to the Blightmare Dev Blog!    This week, we’re going to be talking about what a lot of people dream about, but aren’t sure where to start… making your own game studio.   When we started our journey creating Blightmare, we were a small group of developers with a set of ideals about Continue Reading

Hello and welcome back to another Blightmare dev blog!  Today is another entry in the ongoing series about lighting.  Specifically, this post is a followup to last week’s introduction to shadowing.  After last week, our test scene had some nice shadowed areas, but the shadowing was very harsh and today we’re going to try to Continue Reading

Hello and welcome back to another Blightmare dev blog!  This post is a continuation of our 2D lighting series which started with the basics here.  Last time we saw what a little bit of lighting could do to help our test scene pop a little bit, and today we’re going to make it even better Continue Reading

Hello and welcome back to another installment of the Blightmare Development Blog!  Today we will be beginning a series on 2D lighting that will show an in-depth look into how 2D lighting works, and how we are using it in Blightmare.  In this first post, we will start with the basics of what 2D lighting Continue Reading

Hello and welcome back to the Blightmare development blog!  Today’s post is about how we went about automatically generating shadow casters for our terrain.  In order to frame what I’m talking about, I think a picture is the best way.  Below, you can see a test scene with shadow casting enabled for some of the Continue Reading