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Posts Tagged : unity3d

Don’t Sneeze. Allergens is also Hectic.

The winners of Hectic Games Jam #8 were announced today… aaaaand that makes two for two! Allergens was victorious, and now we don’t know what to do with all these Xboxes. Thanks to this victory, we get to take GLTCH and Allergens down to PAX next month! Northern Sydney TAFE had some unused booth space that they were…

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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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The Bravodog Arcade

Last month, we helped build a joystick-powered physical arcade machine. Working alongside Leafcutter on behalf of the veterinary company Bravecto, we were tasked with developing a game that could help drive engagement on the exhibition floor. We got to move out of our home office temporarily to work in-house with Leafcutter. This meant that we were…

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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 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 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 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 2

We’ve found some time (weekend time, mostly) to take a step back and refocus on what’s most important for the next stage of GLTCH’s development: working our way towards Beta. After sitting down to playtest and talk gameplay, we came to the conclusion that we’d like to try and substantially simplify the game before the…

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