Hello and welcome to another installment of the Blightmare development blog!  I will be continuing our discussion of the Editor today by taking a look at one of those features that most people don’t notice unless it’s missing: Undo/Redo.  Pretty much any application that stores and displays input from a user will need the ability Continue Reading

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

Hello again!  I hope you are all staying safe, washing those hands, and keeping sane.  Here in the virtual Blightmare office, we’re still moving along much like we always have.  To that end, today we’re going to take a look at where we’re at as well as the process that we’re using to stay on Continue Reading

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 everyone!  Welcome back to another instalment of the Blightmare Dev Blog!  I hope you’re staying safe and sane out there as we make our way through these crazy times.  Development on Blightmare has slowed a bit unfortunately as we all try to get a handle the new normal.  But that’s enough of that for Continue Reading

Hello and welcome to another installment of the Blightmare Dev Blog!  Before we jump in, I want to say that all of us here on the Blightmare team wish you health and safety in this time of great uncertainty.  We hope that these blogs can do a little bit to change the subject and offer 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

Hello and welcome to another installment of the Blightmare Dev Blog!  Today I’m going to show a quick debugging session to demonstrate how useful visualizing a problem can be. Yesterday at our weekly meeting, Nick the level designer, mentioned that there was something funky going on with our caterpillars.  I asked for a little more Continue Reading

Happy Tuesday everyone!  I’m back with another programming related post but this time in a little different format.  This time we’re going to take a look at the very foundation of platforming: physics.   The first question to answer is what does physics actually mean for us?  For the purposes of this post, we are dealing Continue Reading

Good day to you Blightmare followers! This Andrew coming at you with our first art blog post! I’m excited because today we’re going to be showing how our protagonist, Blissa, came to be. She’s come quite a long way since she was first conceptualized, and sometimes when you are just starting to make your main Continue Reading