Blog

A few thoughts on physics

As I’m finishing this up, the Summer Games Done Quick event of 2016 has just started – you should watch it. I’ve dealt with some physics simulation issues lately that I wanted to talk about – this is probably going to be less coherent than usual since it is essentially a multitude of solutions to a…
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Smart Things Other People Said

The last couple of months have been pretty productive – I have worked on bringing the narrative concepts and art styles of different worlds and backworlds to a good place, in part so we could see what worked and did not but also because it helped us determine the amount of work needed to make…
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Some notes on content optimization

There are plenty of ways in which content – specifically textures in this case – can be optimized for memory and performance. While on a small team every developer should have a good idea of what kind of impact their craft has on others and be able to account for that in their work, it…
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Happy New Year!

  I meant to write this earlier but I’m always jetlagged this time of year so the plans kind of fell through until now. Rather than working on new exciting features over the holidays, I spent the last week of 2015 going over what had done. Some 300 levels, most of which  are reworks, empty tests…
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Taking A Break

Anders wrote a couple of weeks ago that I will be taking a break from Backworlds development and I just wanted to elaborate briefly on my reasons.

An Actual Update

TL/DR – the news I have to share this month is that Juha has decided to take a less active part in development for a while. I will let him elaborate on that on his own, but development on Backworlds continues and he will remain involved in all non-trivial decisions regarding the game. To elaborate on the…
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On Curves

Keeping the trend of “things that have been disproportionately helpful” from my last technology posts, today I am going to talk a bit about why curves are awesome. I am a bit late to the party on this one so if you have been working with particle effects during the last five years or at…
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Gravity Session

We have been thinking about and working on themes and art styles for our different worlds recently. I made a mockup in Photoshop for our inverse gravity world and thought I’d record the process of beginning to implement it into an actual level. The inspiration for this theme is, vaguely, Leonardo Da Vinci machines and…
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Ad-hoc Usability

The Backworlds editor is, as we’ve previously mentioned, a set of menus in the game itself allowing us to make changes to the levels as they are being played – rather than being built from the ground up as a level building instrument it has been patched together over time as tool for manipulating game data…
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Time Design

Following up the video about one of our previously scrapped worlds, I show and tell a little about “time”.