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

Welcome to another Blightmare Dev Blog!  Chris has spent some time talking about lighting, now I’ll talk a bit about the camera we use for Blightmare. To render the game, we need to tell the engine where the camera is located, and how big the field of view is that the camera can see.  By Continue Reading

Hello and welcome back to the Blightmare dev blog! Recently, we’ve been working on some performance improvements, and today we’ll take a look at a very common technique called culling. The basic idea is that if you can’t see something, then there’s no sense in drawing or animating it. Let’s dig into how this works. Continue Reading

Hey everyone! It’s Andrew, the artist/designer, to talk a little bit about the importance of video game story telling!     I truly believe that video games are the single greatest form of storytelling that we have easy access to in our day. In a game, a story can be told through text, still images, Continue Reading

Hello and welcome back to another Blightmare dev blog!  This past week, I spent some time away from the editor and focused on some of the neglected parts of the game itself.  In particular, I took at stab at the main menu and pause menu.  These menus are almost the same, and we wanted them Continue Reading