Category: Technology

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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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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A few notes on Parallax Scrolling

“Parallax” is, quite simply, the name for the visual effects where objects seem to move differently depending on the viewpoint – in media we typically refer to parallax scrolling as a way to add depth to a flat scene by having several layers of background that we move at different speeds. It has been used…
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Hardly working

Today is Shrove Tuesday! Or, if you’re from the UK or Australia, pancake day. In Sweden – though neither Juha nor myself live there at the moment – we eat semla . But I digress. Rather than talk about a specific piece of tech today, I wanted to briefly talk about a random selection of things we have…
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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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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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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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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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