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
Editor Web Services
Chris
- Tuesday, October 27th, 2020
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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
Using The Cloud
Chris
- Tuesday, October 20th, 2020
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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
Thanksgiving 2020
Chris
- Tuesday, October 13th, 2020
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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
Teamwork Makes The Dreamwork (Part 2)
Chris
- Tuesday, October 6th, 2020
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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
Teamwork Makes The Dreamwork (Part 1)
Chris
- Tuesday, September 29th, 2020
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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
Terrain Outlines
Chris
- Tuesday, September 22nd, 2020
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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
Indie Game Marketing: Part 2
Jacob
- Tuesday, September 15th, 2020
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As we left off in the last business and marketing blog, for most indie developers, marketing is the most distasteful part of trying to make and sell a game. Unfortunately, even if it’s distasteful, it’s something that needs to be done in order to make a game successful. A team could make the greatest game Continue Reading
Painting the environment of Blightmare
Andrew
- Wednesday, September 9th, 2020
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Andrew here with a second art update! I will be showcasing the simple procedure of creating environment art. Nothing too crazy! Hopefully it will show you that some things need not be too complicated. Lets do this in three simple steps. 1. Drawing the shape of an object! Below is your average forest shrub. Continue Reading
Indie Game Marketing: Part 1
Jacob
- Tuesday, September 1st, 2020
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Hey all! We’ve shared a lot from the world of the developers, with details about how we calculate jumping physics, why we’ve refactored code, and a lot of other technical stuff that gives you some insight into the development of Blightmare. This week, we’re kicking off a new series, with some of the nitty Continue Reading