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
Editor Refactor
Chris
- Tuesday, December 8th, 2020
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Welcome back to another installment of the Blightmare development blog! The big editor refactor is finally being used by the designers now, so I think it’s a good time to take a look back at how we got here. This post will be some thoughts about why we went ahead and did the refactor and Continue Reading
Planning for Iteration
Chris
- Tuesday, November 24th, 2020
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Hi there! Thanks for stopping by for another edition of the Blightmare dev blog. I had been hoping that today’s post could be a look back at the fairly major editor refactor that’s been ongoing for a while now, but it’s not quite ready so that will have to wait for another week. Today I Continue Reading
Configuring sprites
Chris
- Tuesday, November 17th, 2020
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Hello there and welcome back to another installment of the Blightmare Development Blog. Today’s post is going to be a quick look into some of the more technical bits that go into getting sprites – static images – into the editor and game. At first thought, this might seem like something that doesn’t require much Continue Reading
Enemy Design: How To
Andrew
- Monday, November 9th, 2020
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HEELLOOOOO!!! I’m Andrew and welcome to my simple enemy design procedure. YES! Blightmare does have enemies. Today we will go through how the ‘Pokey Pine’ enemy was created. He’s an aggressive little guy but Blissa will always find a way to use him as an tool to progress through her dreams! PART ONE First 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
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