image GLTCH Devblog: Week 11 The Bravodog Arcade

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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 the relatively boring, flip book tutorial that has been acting as a placeholder up until now. We can’t wait to get it into our player’s hands after a few more improvements to timing and writing to see if that is truly the case.

Making the tutorial really shows you where all the holes are in the functionality of your programming. After running through the design on paper, I came up with a list of prerequisite events that would need to be controlled from scripts in order to meet our design’s requirements. Things like spawning fragments of a particular type at a particular grid position with a particular lifespan, disabling the player’s input, pausing the game without bringing up the pause screen; all of these things showed the missing pieces in our code’s modularization, and in the end of list of prerequisites was much longer than the list of tasks for the tutorial itself.

 

We’ve taken advantage of Unity 5’s new Everyplay functionality to allow every single session of Infinite mode to be recorded and uploaded after the player’s inevitable demise. We’re really excited to use Everyplay and start building GLTCH’s community with the platform, because the short (1-2 minute) play sessions and high intensity action that shows off a player’s movement skill perfectly suits the format. We’ve been having issues getting Everyplay to record the game’s audio because we’re not using Unity’s native audio solution, but the FMOD unity package instead. We received a rather scary email from Everyplay support saying that anything other than Unity’s default wasn’t supported and that we should consider switching, but as of the new 1.06.01 FMOD version they seem to have patched some of these incompabilities.

The scope of GLTCH has expanded substantially in the last few weeks following the feedback we received from Beer and Pixels. All of the suggestions were really valuable and helped us to realize that we’ve got a really solid, unique concept in GLTCH that has the potential to go viral (no pun intended), as long as the execution is right. We’ve reshuffled what we want to include as free vs. paid content, because our previous split definitely wasn’t going to cut it. Infinite mode is a much more valuable offering to players seeming as we’ve spent most of our development time working on it, and only giving free players the first levels of Progression mode only feels more like a kidney-punching demo than a complete game.

Our new plan is to improve Infinite mode with an all-new mission system similar to that seen in Jetpack Joyride, and introduce a whole new collection of glitches that can be unlocked as you level up through the sectors. Free users will be stopped at a lower sector cap than paid users, and Progression mode will remain exclusively in the paid version. We feel that this is a wiser division of content that will benefit both free and paid users more, and we hope to have the first iteration of all these new features in the coming weeks!

About James
I’m deeply passionate about the promoting and developing the social, educational, and creative potential of games. Through my work at Chaos Theory, I have only just started a journey to doing exactly that.
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