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
Keep it secret, keep it safe
Chris
- Tuesday, August 25th, 2020
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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
Immediate Mode User Interface
Tom
- Tuesday, August 18th, 2020
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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
Scripting in Blightmare: Demo
Chris
- Tuesday, August 11th, 2020
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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
Scripting in Blightmare
Chris
- Tuesday, August 4th, 2020
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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
Iteration in Practice
Chris
- Tuesday, July 28th, 2020
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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
Mid-2020 Development Update
Chris
- Tuesday, July 21st, 2020
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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