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!  Tom here for another tech post.  In this entry I will be talking about an Immediate Mode GUI library we’re using for parts of Blightmare’s editor, and what makes it special. We’re all familiar with Graphical User Interfaces, or GUIs.  It’s the thing you interact with on a modern computing device where you can Continue Reading

This week we have a video update demonstrating how we use our editor to create levels for Blightmare.  Enjoy!

Tom here for another article on the development of Blightmare.  This time, I will start introducing our custom made editor.  Now, you may be asking, “Tom, you’re using Unity, and Unity is an editor, why would you write your own?”  Well let’s find out! So firstly, what do we even mean by “editor”?  In the Continue Reading

Hello! I’m Tom, one of the programmers on Blightmare, and today I will give you a very quick overview of how we build the terrain for our Blightmare levels. The terrain is actually pretty simple.  We start out with an empty rectangular grid, and the level designers can fill in certain grid squares with terrain Continue Reading