Blog

An Actual Update

TL/DR – the news I have to share this month is that Juha has decided to take a less active part in development for a while. I will let him elaborate on that on his own, but development on Backworlds continues and he will remain involved in all non-trivial decisions regarding the game. To elaborate on the…
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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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Gravity Session

We have been thinking about and working on themes and art styles for our different worlds recently. I made a mockup in Photoshop for our inverse gravity world and thought I’d record the process of beginning to implement it into an actual level. The inspiration for this theme is, vaguely, Leonardo Da Vinci machines and…
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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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Time Design

Following up the video about one of our previously scrapped worlds, I show and tell a little about “time”.

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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