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Dev Blog Saleblazers

Optimizing for Memory

Memory frequently gets the least attention when optimizing video games, especially when it comes to indie games, which are usually smaller in scope. Saleblazers, however, is a very big game. Long load times, lag spikes when spawning, blue screens, and bloat can become major memory issues. Light games that can run on lower end machines […]

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Dev Blog Game News Saleblazers Studio News Uncategorized

Try “Saleblazers” during Steam Survival Fest

The free Saleblazers demo is now live during Steam Survival Fest from August 1-8! https://store.steampowered.com/app/1419850/Saleblazers/. Saleblazers is a premium systems-based open-world multiplayer shopkeeping survival game featuring stylized graphics and a complex combat system. Build a fully simulated shop while surviving a perilous island environment with up to 7 friends.  Please keep in mind that Saleblazers […]

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Dev Blog Saleblazers

A Workflow for Creating Baked Seamlessly Tiling Textures

One of the most challenging things I have encountered on Saleblazers is creating seamless tiling textures that simultaneously use baked maps. Neither task is simple on its own and they’re inherently contradictory to each other. On top of that, we also need a material offset for readability and variance; for example, wooden planks that are […]

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Dev Blog

Networked Child GameObjects Using Mirror in Unity

We’re using Unity and Mirror for Saleblazers. At the time, there wasn’t a networking solution I felt comfortable with committing to. Photon’s great, but it has a high CCU cost over time. UNET was deprecated. I’m too dumb for custom solutions like RakNet. MLAPI was okay at the time, but seemed highly experimental. I think […]

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Dev Blog Saleblazers

Pivoting Towards Fun

I’ve had to pivot quite a few times because I’m relatively inexperienced. Sometimes I just don’t know if an idea is good or not until it’s in my hands. I’ve always wondered if I should stick to an idea and commit to it until the end no matter what. Oh well. Too late! That’s only […]