Hello and welcome to another installment of the Blightmare dev blog.  Today we’re going to take a quick look at a system that is in the early stages of development: scripting.  I’ll start by describing what we mean by scripting and then I’ll talk about what we have implemented so far in Blightmare.   What Continue Reading

Hello and welcome to another installment of the Blightmare development blog!  Today’s post is going to take a look at a recent iteration cycle that one of our mechanics went through to show how incremental improvements can be a useful tool for a small team.   Before we dive in, I want to make it Continue Reading

Hello and welcome to another installment of our ongoing series covering the two major code refactors that have happened (so far!) during the development of Blightmare.  Last week in Part 4, we made the jump from traditional Unity MonoBehaviour components into fancy new Entities API components.  Today I’m going to discuss our experience with this Continue Reading

Happy Tuesday!  Thanks for dropping by the Blightmare Dev Blog for this second and final part of a look at cleaning up some garbage that was creating janks.  If you haven’t had a chance to read the first part, you can find it here. We left off with a profile that looks a bit like 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

Hello once again!  Welcome back to the dev blog of Blightmare.  Today we’re going to do a little bit of a deeper dive into one specific feature of Blissa: her hair. We have tried a couple of different approaches to animation of Blissa’s hair, but so far we haven’t settled on the final version.  In Continue Reading

Happy February!  I’m back again to continue our journey along the first several months of Blightmare development.  Today we’re going to bounce around a bit in order to cover the story of how we integrated character animation into the game.  Enjoy!   Walk Before You Run The first step to a fully animated player is Continue Reading