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

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

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

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

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

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

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

This week we have a video update demonstrating how we use our editor to create levels for Blightmare.  Enjoy!