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Posts Tagged : indiegamedev

GLTCH Devblog: Week 25

Nico is not a man to back down from a challenge. Each of GLTCH’s 32 iteration levels were designed and implemented within a week, with some time to spare. It’s been good to see the content we shut out over a month ago make a return. We were prepared for a sneaky stash of bugs…

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GLTCH Devblog: Week 24

We’re now less than a fortnight away from GLTCH’s Play Store debut, so it would only make sense to overthrow how fragment and enemy spawning works, right? Why not? You can tell the crunch time pressure is being applied when you have to seriously weigh up the benefits of changing something major, and although we…

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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 18

So the total number of glitches in GLTCH went from 9 to 32 within a couple of days. Yup. Getting to a high corruption is now a dangerous exercise, with one of these 32 glitches appearing every couple of seconds to impede your progress. Popups! Red rings of death! Frame rate failures! All of your…

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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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GLTCH: The First Byte

We’ve been running a very covert operation over the holiday season, mostly due to lengthy overseas travel to soak up some sunshine before returning to our screen-lit paradise. It’s time to break the seal on our silence and proudly announce our new project, GLTCH. GLTCH is the first mobile game that we’ve worked on, and…

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SOS Devblog: Week 8

Unfortunately, our highly efficient staggered vacation schedule has left us without a programmer this week, and due to the release of the S.W.A.P Beta, much of SOS’s development has ground to a halt. This week comprised mostly of myself playtesting the currently buggy-as-all-hell SOS build to determine exactly how many hundreds of things need fixing.…

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SOS Devblog: Week 5

Although SOS isn’t a game where the player will be dying frequently (a la Limbo), it remains an important motivator for many puzzle solutions. Now that we’ve finally included the capacity for Sin to die, he dies… a lot. Getting struck by heavy objects, falling too fast, spikes, traps, misplaced gravity shifting, and all of…

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SOS Devblog: Week 4

I came across an intriguing statistic this week: upon looking at the total editing time on the code for the level editor vs. the code for the actual game, over the past few months of development we’ve spent significantly more time on the level editor! As of this point, that should hopefully turn around, because…

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