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
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
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
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!
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