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Posts Tagged : indiegame

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 23

*cue drum roll* TRAILER! It’s been more than a long time coming (seriously, don’t go back and look at the last piece of video content that we published for GLTCH), but our launch trailer has been recorded, beat matched, edited and released to the public. And you know what a launch trailer means? Release dates! Look…

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GLTCH Devblog: Week 22

*heavily laboured breathing* The PAX Australian Indie Showcase deadline is tomorrow! We’ve been crunching the hardest we’ve ever crunched to get this build presentable for the Elder Council of judges, but in the process of doing so had an alarming realization. When deciding on what was most important to work on, we focused on improvements that made…

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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 12

Nico has been absent this week, choosing to meet his day with destiny instead. This means GLTCH’s art has hit a standstill, but there’s been plenty of activity in programming land to make up the difference. GLTCH’s interactive tutorial has been scripted and can be played from start to end. It functions much better than…

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GLTCH Devblog: Week 11

We haven’t tested a recent build of GLTCH on the lowers of low devices we’re using to benchmark performance for a couple of weeks. So it was a nice surprise that, only several hours before this month’s Beer and Pixels event, when we uploaded the most recent version of GLTCH across our 5 Android phones…

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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 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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GLTCH Devblog: Week 6

The beta release date is bearing down on us, and we’ve been working hard this past week to include one of the next milestones biggest components: Progression mode. Up until now, there has only been one core way to play GLTCH and that is Infinite mode, a survive-for-as-long-as-you-can gambit. Progression mode is more like a…

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GLTCH Devblog: Week 5

Unreal is free! Unity is free! Source 2 (wait, what?) is free! This week has been a good news overload, and the friendly competition between the different game engines available to young game developers like ourselves means that it is truly a great time to be one. We were on the verge of subscribing to Unity…

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