Blog

Don’t blink, or you’ll mess up the Mersenne Twister

Apologies for missing last month’s update – this was partly due to a personal hardship, lack of time due to day jobs and other obligations and – to be quite honest – a lack of things to write about. We have been refining designs for some time now and while it can certainly be interesting…
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Duct-tape and a Prayer

One of the things I am currently working on is an architectural change to the engine- previously, our most basic graphic object would be rendered with a 2-component vector designating position (translation in OpenGL terms) and another 2-component vector designating orientation, or rotation and scale. This has worked fine for us so far, but it…
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Motivational poster

I want to write about my own fluctuating motivation for Backworlds this month, this will be mostly personal so I won’t go into Anders feelings on the same subjects. Our progress has been slow the last half year, with some stints of hard work with building level progression, adding some new mechanics and preparing gameplay tests.…
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Old Sins

A few months ago Juha talked about our “no paint” levels and why we decided most of them had to be scrapped – today I will briefly go over some of the ideas we toyed around with in the original “Backworld” prototype and why they had to go. The game was made in a very…
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A Holiday Tale

I apologize for missing our monthly blog post at the beginning of the December, I was just quite busy so didn’t have time to think of something good.  The latest news on the game is that we have been running a new round of gameplay tests and have prepared for another one in January. We want…
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Shifting Hues

The kind of work we do can be very sporadic in that we wear many different hats as developers and without any strong deadlines we are free to experiment with things we may want to add further down the line. While being detrimental to progress (and, to be honest, maybe the biggest reason why we’ve…
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Story process

We have talked briefly about the story and narrative for Backworlds on previous occasions but I thought I would try to further extend our thoughts in this post. The most impactful decision we have made regarding this topic is that the story and narrative structure completely takes a backseat to our gameplay.

Art Machine

We have mentioned and shown a couple of times that our basic level art is mainly made out of small chunks corresponding to pieces of geometry – flats and corners with different sizes and decorations. With colored outlines and world-mapped patterns this makes it relatively quick to add basic art to a level, but depending…
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Some players will not like our game and that’s ok

Something that I’ve always agreed with is the sentiment that if you try to please everybody, you end up pleasing nobody. Perhaps this applies to many things but specifically within games it something I often hear and read, mostly voiced by developers and enthusiasts. Those are mostly opinions but I would like to share how I…
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Brush Technique

The brush is one of the central pieces of input in Backworlds – we have gone over a few iterations on how it works and we will probably go over some more, but these are some of the steps we have taken to get us where we are.