As I type this we are just wrapping up PAX East in Boston – we spent Thursday and Friday looming over our Indie MEGABOOTH Minibooth and Saturday checking out the show itself. It has been a great but busy few days indeed!
Hello! I know, I know. It’s barely even been a week since our last blogpost! But we have some exciting news to share – Backworlds will be showcasing at PAX East on the 28th and 29th of March in Boston as a part if the Indie MEGABOOTH, specifically the minibooth section. We will have sections playable that we… Read more
One of the first things we talked about on this blog was how the art of the Backworlds main character evolved – the character has looked more or less the same since then, but we have made a lot of subtle changes to how we render and animate it that I thought I’d go over… Read more
Hello! Once again we were out traveling over the holidays so this post goes up a bit later than usual. While we have been public with our development ever since we first came up with the idea for Backworlds, in 2018 we put a bit more effort into showing the game to the world –… Read more
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… Read more
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… Read more
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.,… Read more
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.
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… Read more