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GLTCH Devblog: Week 16

We’re paving the way for one of the last big features of GLTCH through the redesign of the game over screen sequence. With a redesigned sector progress bar, there are now some titillating placeholder elements where all the new unlockable glitch content will soon be going! The inclusion of homing experience particles that explode out of every action that grants you said experience combined with some less placeholder-looking animations are making the whole sequence feel much more rewarding. It’s funny how the little things like progress bar animations and modal popups make it feel much more like a finished product than days of tweaking gameplay values.

The bug list is also getting closer and closer to a full implementation. There are currently 22 different mission types across 5 categories, and although the algorithms that govern their values are a little haphazard, the missions themselves are quite enjoyably varied. There are still quite a few edge cases that I couldn’t categorize so easily such as “Don’t hit any broken connections” and “Steal X fragments that a HUNT() program is targeting”, so expect to see a few more sneaking their way in.

With the bug list achievements added to the achievement tracker, there’s only 1 more left, and it relies on a feature that’s not even implemented yet! Unfortunately we’re still waiting on a more robust Google Play Game Services SDK for Unity, because their current version is missing some really essential features like loading achievements and scores locally, and we’ve been hamstrung by these unimplemented features for months! I really would have expected the official SDK to be more robust by now rather than relying on the infamous prime[31] plugin to handle it all for you…

I’ve been considering putting together some programming resources after GLTCH has been published to give back to the wider community. These resources would consist of a series of small tutorials or downloadable, commented code samples on systems that I found difficult to get advice for online during GLTCH’s development. If you’d be interested in learning about how we implemented our mission system, real-time life regeneration system or homing particles, show your support in the comments below.

In other news, GameAnalytics released their benchmarking feature this week which was way more awesome than the introductory email led me to believe. They’ve aggregated all of the data from games using the service to provide close-to-reliable industry standards for universal game metrics such as retention and session lengths. I’ve been pouring through the stats and was amazed to see how far the top 1% of games sit above even their closest competition. In many cases the difference between the stats for the 95th and 99th percentile of games is astronomical. Although all of the figures are anonymous and haven’t been weighted based on the game’s actual market success (I assume there’s a lot of half-finished titles polluting the lower end like GLTCH has been for a while), these figures are incredibly empowering for us as a developer. Cheers GA!

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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