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Posts Tagged : playtest

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 20

So many bugs have been fixed. Our massive list of “Gameplay Refinement” and “Art Refinement” bugs has grown from 60 to 150, and we’ve already checked most of those off. Stability improvements across the board has enabled us to comfortably upload our most recent build to the Google Play beta development channel. Yup, we’re in…

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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 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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GLTCH Devblog: Week 1

Goodbye placeholders, your long period of service will be fondly remembered, and your inept visual indication quickly forgotten in the wake of much more aesthetically delicious counterparts. This week has seen immense changes to both the gameplay and aesthetics of GLTCH, and with all the revised entities now hooked up correctly in-engine the game is…

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Jetpacks and Feedback: The S.W.A.P. Journey

Greetings all, I’m Nico King, the Creative Director here at Chaos Theory, and for the past year I’ve had the pleasure to be the project lead on S.W.A.P – a game that began as a student project and is now late in the beta testing phase. It’s been a thrilling ride, and we’ve all aged…

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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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