Andrew here with a second art update!  I will be showcasing the simple procedure of creating environment art.  Nothing too crazy!  Hopefully it will show you that some things need not be too complicated.  Lets do this in three simple steps.   1.  Drawing the shape of an object!  Below is your average forest shrub.  Continue Reading

Hey all!   We’ve shared a lot from the world of the developers, with details about how we calculate jumping physics, why we’ve refactored code, and a lot of other technical stuff that gives you some insight into the development of Blightmare. This week, we’re kicking off a new series, with some of the nitty Continue Reading

Hello there!  Welcome back to another installment of the Blightmare dev blog.  Today I’ll go into some detail about how we are implementing hidden areas within the levels of Blightmare.  This is something that is very new, so the approach may change as we use it more, but this is what we have so far: Continue Reading

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