Planning for Iteration
Chris
- Tuesday, November 24th, 2020
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Hi there! Thanks for stopping by for another edition of the Blightmare dev blog. I had been hoping that today’s post could be a look back at the fairly major editor refactor that’s been ongoing for a while now, but it’s not quite ready so that will have to wait for another week. Today I Continue Reading
Configuring sprites
Chris
- Tuesday, November 17th, 2020
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Hello there and welcome back to another installment of the Blightmare Development Blog. Today’s post is going to be a quick look into some of the more technical bits that go into getting sprites – static images – into the editor and game. At first thought, this might seem like something that doesn’t require much Continue Reading
Enemy Design: How To
Andrew
- Monday, November 9th, 2020
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HEELLOOOOO!!! I’m Andrew and welcome to my simple enemy design procedure. YES! Blightmare does have enemies. Today we will go through how the ‘Pokey Pine’ enemy was created. He’s an aggressive little guy but Blissa will always find a way to use him as an tool to progress through her dreams! PART ONE First Continue Reading
Improving the Editor
Chris
- Tuesday, November 3rd, 2020
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Hello and welcome to another Blightmare dev blog! Things have been progressing slower than we like around here, but we’re getting closer and closer. We’ve had all our mechanics built for some time now and that has allowed us to really experiment with combining them in ways that we didn’t originally consider. In doing so, Continue Reading