Author: Anders Ekermo

An Assortment of Small Spooky Updates

Halloween has come and gone again, so as have been our habit the last few years we will revisit the graveyard of buried ideas. Without saying too much, this will (hopefully) be the last time we do this so instead of focusing on just one mechanic, read on to learn about a few different designs…
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Greetings from Seattle

Hot on the heels of GamesCom, we spent the last couple of days in Seattle for the second half of PAX in the Indie Megabooth. In comparison, it was a bit more chill – two days instead of five, and eight-hour days instead of eleven – but it was still very busy!   This is…
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Greetings from Germany

Hello! I am writing this at the airport after showing Backworlds at the 10th annual GamesCom in Cologne. The last five days have been pretty long and intense, but here is something of a recap…

Appearances at Gamescom, PAX West, EGX

Hello! as alluded to in the previous post, this will be a busy fall for Backworlds – we are currently scheduled to appear at the following events: Gamescom – Indie Arena Booth – Cologne, Germany, August 21 – 25 PAX West – Indie Megabooth –  Seattle, U.S.A., September 2 – 3 EGX – Birmingham, U.K.,…
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Retrofitting data

The last couple of months we have spent preparing for what looks to be a busy fall, we will have more to say about that in coming updates but for now I am going to stick to the somewhat dry topic of data inheritance.

Spring Cleaning

Last time, we talked a bit how we rebuilt our text handling system and mentioned that this was mostly used for the menus – the biggest reason we did that when we did was that we recently also finalized our menu system. There’s a bit more to be said about that, so join us today…
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1 / 1000th of a Picture

Hello! In our ongoing effort to replace temporary systems with more solidly designed ones, I recently converted all player-visible text in Backworlds to Unicode and as a result was forced to rethink how the font rendering works. We do not have a lot of text in Backworlds, practically none in the game itself, but the…
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Happy New Year!

Juha and myself have both been traveling recently so this update is a bit later than usual – like always, I spend the holidays back in the winter darkness of Sweden hacking away at the thornier parts of the Backworlds codebase. Recently this has been less about making fancy new features and more about cleaning…
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More Spooky Updates

We are at Halloween again, so in the spirit of the season I will resurrect another corpse of a failed design and put it on display to scare the children!

Effective Effects

As we are working more and more on production-quality art the work we do on tools tends to get more pragmatic – it is mostly fixing bugs and any new features are carefully considered in terms of how much they will improve our workflows and/or visual quality. Not that we didn’t do that before, but…
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