A Tale of Two Refactors: Part 2
Chris
- Tuesday, June 9th, 2020
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Hello once again and welcome to the Blightmare development blog! We’re in the middle of a multi-part discussion of the evolution of Blightmare’s code which will be a look back at why we rewrote the game twice. In part 1 I introduced the series and set us up with a plan that allows the game Continue Reading
A Tale of Two Refactors: Part 1
Chris
- Tuesday, June 2nd, 2020
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Hello everyone and welcome back to the Blightmare development blog. Today I’m going to begin a series of posts that will describe why we rewrote most of the logic for the game twice and what we learned along the way. I don’t know how many parts this will end up being, but hopefully it’s interesting! Continue Reading
Optimizing for Garbage Day (Part 2)
Chris
- Tuesday, May 19th, 2020
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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
Optimizing for Garbage Day (Part 1)
Chris
- Tuesday, May 12th, 2020
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Hello! Welcome back to another installation of the Blightmare Development Blog. It’s garbage day in my neighbourhood today which ties in nicely with this two part topic. I was working on ironing out some bugs that we had found while doing some playtesting and I noticed another problem. Have a look: As you can Continue Reading
Upgrading is Hard
Chris
- Tuesday, May 5th, 2020
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Hello everyone! Welcome back to another Blightmare dev blog! Today is going to be pretty short for reasons that I’ll get into in a little bit. Anyway, I hope you all are staying as safe as possible and making the best out of this unfortunate situation. The topic today is upgrades. Blightmare uses a few Continue Reading
Do or Undo, there is no other way
Chris
- Tuesday, April 28th, 2020
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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
Using the Editor
Tom
- Tuesday, April 21st, 2020
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This week we have a video update demonstrating how we use our editor to create levels for Blightmare. Enjoy!
Blightmare Development Update
Chris
- Tuesday, April 14th, 2020
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Hello again! I hope you are all staying safe, washing those hands, and keeping sane. Here in the virtual Blightmare office, we’re still moving along much like we always have. To that end, today we’re going to take a look at where we’re at as well as the process that we’re using to stay on Continue Reading
Introduction to the Editor
Tom
- Wednesday, April 8th, 2020
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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
When Platforms Move
Chris
- Monday, March 30th, 2020
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Hello everyone! Welcome back to another instalment of the Blightmare Dev Blog! I hope you’re staying safe and sane out there as we make our way through these crazy times. Development on Blightmare has slowed a bit unfortunately as we all try to get a handle the new normal. But that’s enough of that for Continue Reading