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
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 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
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
Do or Undo, there is no other way
Chris
- Tuesday, April 28th, 2020
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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
Using the Editor
Tom
- Tuesday, April 21st, 2020
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This week we have a video update demonstrating how we use our editor to create levels for Blightmare. Enjoy!
Introduction to the Editor
Tom
- Wednesday, April 8th, 2020
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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