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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 on sprite textures apart from the self-illuminating player, background and vOS. It looks like our 3D game ended up becoming a mostly 2D game.

The new programs are much closer together on the colour spectrum, and they are all linked together and to vOS with a holographic blue eye piece that does various eye-related things depending on which program they are a part of. They have also been drawn with a wireframe outlining their ‘polygons’ that will become much more vital when their ‘zero-type-exception’ forms are animated and hooked up. They will definitely probably most likely be ready for our alpha testers in next week’s build.

We took GLTCH to Sydney’s Beer and Pixels, a monthly event for IGDA members where local developers can showcase their work to 200 other developers. This was GLTCH’s first public appearance, and its adventurous foray into the world outside the studio gave us some very valuable feedback. We’ve taken much of those comments to heart and already begun making tweaks based off your suggestions, so thanks to all who played.


The feedback was just in time too, as the user interface has undergone a massive revision / overhaul. The new UI has moved much closer to the ‘futuristic sci-fi’ interface aesthetic that we’ve been struggling to pull off thus far. The new colour scheme relying on the dominance of blue and its interplay with red will be much easier to animate in a ‘glitch-like’ fashion, so expect to see a lot more moving elements after the gratuitously long task of implemented it is complete.

We’ve also upgraded to Unity 5 this week, which means we’ll be taking advantage of the profiler to help optimize the game’s performance, which is a very apparent issue that wildly appeared during our playtesting at Beer and Pixels.

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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