Cameras!
Tom
- Tuesday, February 23rd, 2021
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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
The Fastest Code Is Code That Doesn’t Run
Chris
- Tuesday, February 16th, 2021
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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
Why Video Games?
Chris
- Tuesday, February 9th, 2021
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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
Playable Pausing
Chris
- Tuesday, February 2nd, 2021
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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
Level Loading Optimizations (Part 3)
Chris
- Tuesday, January 26th, 2021
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Hello and welcome back to the Blightmare dev blog! Today’s post will wrap up the ongoing deep dive into terrain optimizations with a look at how the decorative outline tiles work. We introduced the outline tiles in our original terrain post but some of the details were glossed over a bit. Careful readers would Continue Reading
Level Loading Optimizations (Part 2)
Chris
- Tuesday, January 19th, 2021
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Welcome back to the Blightmare dev blog, we’re happy to have you! Today’s post is the reveal of how well the terrain loading optimizations from last week ended up performing. Spoilers: it’s pretty good. First a little recap: The terrain tiling rules that we use depend on the 8 adjacent tiles in order Continue Reading
Level Loading Optimizations (Part 1)
Chris
- Tuesday, January 12th, 2021
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Hello and welcome back to the Blightmare Development Blog! Somehow in my excitement to get the editor out the door I completely forgot that we had scripting in the game. I remembered early this week and set about rectifying my mistake. I was very pleasantly surprised when it only took a few days to re-implement Continue Reading
2021
Chris
- Tuesday, January 5th, 2021
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Hello and welcome to a new year of the Blightmare dev blog! This is the first regular blog that I’ve ever been a part of, so it’s pretty exciting to mark a whole year of posts. The team was taking some time to rest and relax over the past couple of weeks, so today I’m Continue Reading
End of 2020
Chris
- Tuesday, December 22nd, 2020
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Hello and welcome to the last Blightmare dev blog of 2020! It’s been a very interesting year for everyone on the Plateau team, to say the very least. We ended up with a lot less time to work on the game over the year which threw our plans out of whack, but we’re still making Continue Reading
Synchronizing State
Chris
- Tuesday, December 15th, 2020
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Hello there and welcome back to another instalment of the Blightmare development blog! We’re still ironing out some of the newer features in the refactored editor, but things seem to be going well. Today’s post is going to be a look at one of the problems that came up several times in a few different Continue Reading