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
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
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
Teamwork Makes The Dreamwork (Part 1)
Chris
- Tuesday, September 29th, 2020
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Hello there! Chris here, back for another look at the inner workings of Blightmare’s development process. Today I’ll be discussing the tools and processes that we use to make sure we can all work effectively and efficiently whenever we have time. This is of particular importance for a small team, especially one that is spread Continue Reading
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