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 week we showcased Backworlds at Norwich Gaming Festival for two days. We brought some updated visuals and a new demo where we have tried to limit the scope so that visitors have a chance to finish it in one sitting. We learn something new about how to show our demo at every event and… Read more
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
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… Read more
Juha and myself have both been traveling recently so this update is a bit later than usual – like always, I spend the holidays back in the winter darkness of Sweden hacking away at the thornier parts of the Backworlds codebase. Recently this has been less about making fancy new features and more about cleaning… Read more
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… Read more
We got a booth at Dublin Comic Con this year as part of Pulse College Indie Game showcase, so I went over with my girlfriend to get some people to try Backworlds. We brought the same part of the game as for State of Play, which was the tutorial and the first world but this… Read more