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

Hello there!  Chris here, back for another look at the inner workings of Blightmare’s development process.  Today I’ll be discussing the tools and processes that we use to make sure we can all work effectively and efficiently whenever we have time.  This is of particular importance for a small team, especially one that is spread Continue Reading

Hello and welcome to another Blightmare development blog!  Today’s post is a quick look at a programming topic: terrain outlines.  In case anyone is wondering what this means, “terrain outlines” refers to the layer of tiles that completely rings the solid terrain in a level.  The outline layer is a bit different than the interior Continue Reading

Hello there!  Welcome back to another installment of the Blightmare dev blog.  Today I’ll go into some detail about how we are implementing hidden areas within the levels of Blightmare.  This is something that is very new, so the approach may change as we use it more, but this is what we have so far: Continue Reading

Hello there and welcome back to the Blightmare development blog!  Today’s post is a short video demonstration of some of the scripting features that we built for our editor.  Enjoy! If you’re interested in supporting the game, please head over to Steam and add Blightmare to your wishlist.  You can also follow us on Twitter Continue Reading

Hello and welcome to another installment of the Blightmare dev blog.  Today we’re going to take a quick look at a system that is in the early stages of development: scripting.  I’ll start by describing what we mean by scripting and then I’ll talk about what we have implemented so far in Blightmare.   What Continue Reading

Hello and welcome to another installment of the Blightmare development blog!  Today’s post is going to take a look at a recent iteration cycle that one of our mechanics went through to show how incremental improvements can be a useful tool for a small team.   Before we dive in, I want to make it Continue Reading

Hi there!  Welcome to the Blightmare Development blog!  Today’s post is going to be an update on our progress with the game as well as some upcoming milestones that we’re tracking towards.   Where we are In the world of code, the focus has been on fixing bugs in mechanic interactions or tools.  All the Continue Reading

Hello!  Welcome back to the Blightmare dev blog!  Today is the last instalment in the refactor series.  This is going to be some general thoughts on the whole process.  You might call it a bit of a retrospective I suppose.  Let’s get to it.   The only downside of refactoring is the time spent which Continue Reading