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Posts Tagged : indiedev

Autorun is Hectic.

Autorun was declared the winner of Hectic Games Jam #7. Thanks Xbox for the Xbox, and thanks Hugo for forcing our attendance. A couple of weeks ago, we competed in our first public game jam as a team ever. We were nervous, we were excited, but most of all, we had no idea what to…

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It’s The Final Devblog: Week 26

GLTCH is live! It’s actually live. This labour of love has taken exactly half a year to hit the Play Store (yes, we started the devblog in our first week) and the refresh button could not have been pressed more times as we waited for the final submission to go live. It’s free, so download it…

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GLTCH Devblog: Week 21

Hard deadlines, yay! In all seriousness though, yay. We need those milestones to work towards, to make us sweat and think better on our feet than we ever could with hours of pen and paper. We need a functional and fun build for the PAX Australian Indie Showcase deadline on the 6th, and a working build…

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GLTCH Devblog: Week 17

This month we scored two rounds of playtesting for the price of free! We were invited along to the AIE Incubator playtesting session, where those in the incubator program were eagerly seeking both praise and criticism for their works-in-progress. It was exciting to see (and break) what some of our contemporaries are working on (looking…

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GLTCH Devblog: Week 15

Another Beer and Pixels, yet another round of fantastic feedback. This month’s event might be the last before GLTCH reaches its public release, so an extra special thanks goes out to all the players who shaped our to-do list of tweaks and gameplay improvements. For the third month in a row, we’ve begun to notice…

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GLTCH Devblog: Week 14

We’ve collected our notes and rough pencil sketches into a giant list of over 30 new glitches and events to be unlocked over your GLTCH career. With our new strategy being built around progressing through the sectors (read: levelling up), we needed to boost the amount of cool things you can unlock every level. Thus…

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GLTCH Devblog: Week 10

vOS is dead. Well, our original concept for vOS is dead. The wonderful floating head of the game’s focal operating system has not survived past the first round of iterative design, and its in-game representation has been removed, as we’ve chosen instead to portray vOS’ character through an in-game console log instead. Not only does…

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GLTCH Devblog: Week 9

We’ve come across a new and completely unsolicited glitch – a real, authentic one, and we have no idea how it got there. For some reason, on mobile devices only, the camera is rendering the scene upside down and distorted in the bottom quadrant of the screen. The effect looks completely awesome and we hope…

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GLTCH Devblog: Week 8

Why is Graphics.PresentAndSync taking so long? Woah that’s a lot of hotspots in overdraw view. Are you sure you need 80 particles a second in this effect? Optimize! Reduce! Make it faster! We’ve been performing bucket loads of optimization this week while working with the profiler. If the difference between Unity Pro and Free was…

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GLTCH Devblog: Week 7

After a lengthy back and forth, Nico has finally approved the new program designs and implemented a static version of each in game. The new programs are all animated via spritesheet, no meshes required. This means that we can finally pull out the lights in the game to improve performance, as everything is now relying…

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