Welcome back to another instalment of the Blightmare developer blog.  We’re happy you’re here!  Today’s post will walk through the server support that we built to enable our editor to save, share, and protect levels.  Let’s dive right in.   As we’ve talked about before, Blightmare has a level editor application that is used to Continue Reading

Hello there and welcome to another Blightmare dev blog!  We recently wrote about what tools and services we use to manage code and assets, but that doesn’t tell the whole story. The editor and the logic for the game itself are developed initially inside the Unity editor, but that is not how we build content Continue Reading

Hello there!  Thanksgiving was yesterday here in Canada and the Plateau team is wishing you and yours all the best as we live through these unprecedented times.  We’re particularly thankful for all of our Kickstarter supporters, our blog readers, and everyone that has taken the opportunity to wishlist Blightmare on Steam.  The timing of things Continue Reading

Happy Tuesday everyone!  Welcome back to the Blightmare development blog.  Last week, I talked a bit about the tools that we use as a team to get things done.  I’m back today to finish up with a discussion of our version control experiences – as promised.  I’m going to go through them in the order Continue Reading