Category: Technology

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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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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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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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.

Hashing strings

Most of our data in Backworlds is stored in either XML or plain text. There are a lot of benefits to using human-readable data, it is usually trivial to add or remove information to the format without destroying backwards-compatibility and it is easy to make changes even before any tools have been written. That said,…
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Where There is Smoke

We strive to bring an element of procedural generation to a lot of the art of Backworlds – this gives us the opportunity to create large amounts of content without spending too much time, but more importantly it gives us the opportunity to animate the art from the way it is generated. As an example,…
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Game Objects; the Vector Field

Hello! after last month’s overview of some of our early graphical effects, I thought I would go into a bit more detail about one of them.

Under Pressure

I started running Backworlds on a Surface Pro recently in order to determine how much work it would be to port the game to tablets – rather than the porting itself, the big challenges are how we change the controls to feel good on a tablet. The Surface Pro is practically a laptop running Windows…
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Broad Strokes

We are currently hard at work with the leveldesign (iteration, iteration…) and working out how the themes of the game tie into the narrative and aesthetics. Taking a break from that, today I thought I’d go over one of our effects. In the Backworlds demo, we spawn the player character into the level by gradually…
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