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 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

Hi there!  Welcome to the Blightmare Development blog!  Today’s post is going to be an update on our progress with the game as well as some upcoming milestones that we’re tracking towards.   Where we are In the world of code, the focus has been on fixing bugs in mechanic interactions or tools.  All the Continue Reading

Hello!  Welcome back to the Blightmare dev blog!  Today is the last instalment in the refactor series.  This is going to be some general thoughts on the whole process.  You might call it a bit of a retrospective I suppose.  Let’s get to it.   The only downside of refactoring is the time spent which Continue Reading

Hello and welcome back to another instalment of the Blightmare development blog!  Today’s post is the second to last part of a long series covering the 2 largest individual changes made to the code base.  I will cover the second refactor here and leave some concluding thoughts for next week.  Let’s dive in.   I 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

Intro Hello again!  I’m back again with part 4 of our ongoing refactor series.  It’s finally time to cover the first refactor.  The last several weeks laid the groundwork for this post and I would encourage you to peruse them if you’re interested in the details.  The quick summary is that the game has some Continue Reading

Intro Hello and welcome back to the Blightmare dev blog!  I’m in the middle of a series focused on why the game logic was rewritten twice before finally settling on the approach we have today.  You can find Part 1 here and Part 2 here.  Today I will discuss the net implementation and finish up Continue Reading