Hello and welcome back to another Blightmare dev blog!  Today is another entry in the ongoing series about lighting.  Specifically, this post is a followup to last week’s introduction to shadowing.  After last week, our test scene had some nice shadowed areas, but the shadowing was very harsh and today we’re going to try to Continue Reading

Hello and welcome back to another Blightmare dev blog!  This past week, I spent some time away from the editor and focused on some of the neglected parts of the game itself.  In particular, I took at stab at the main menu and pause menu.  These menus are almost the same, and we wanted them Continue Reading

Hello and welcome back to the Blightmare Development Blog!  Somehow in my excitement to get the editor out the door I completely forgot that we had scripting in the game.  I remembered early this week and set about rectifying my mistake.  I was very pleasantly surprised when it only took a few days to re-implement Continue Reading

Hello and welcome to another Blightmare dev blog!  Things have been progressing slower than we like around here, but we’re getting closer and closer.  We’ve had all our mechanics built for some time now and that has allowed us to really experiment with combining them in ways that we didn’t originally consider.  In doing so, Continue Reading

Hello there!  Thanksgiving was yesterday here in Canada and the Plateau team is wishing you and yours all the best as we live through these unprecedented times.  We’re particularly thankful for all of our Kickstarter supporters, our blog readers, and everyone that has taken the opportunity to wishlist Blightmare on Steam.  The timing of things Continue Reading

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

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