State of the Glitch July 2020

Posted on July 4, 2020 by the_hack

It’s been a while since the last update on the web, and in truth not a lot has happened in the last six months, besides a few new Duel maps. The main reasons for the lack of updates are the splitting of the public (stable) game and the dev branch. I decided that the game […]

 
     

UE4 Tip: Spawn sounds instantly for client, but network replicated for everyone else.

Posted on September 14, 2019 by the_hack

One of the hardest things I needed to learn in Unreal Engine was how to have a connected client instigate an event, and have it replicate for everyone via a RPS, but also happen instantly for themselves, without also replicating back to themselves along with all other clients. Let’s say a client needs to instigate […]

 
     

Glitch Arena Update #2

Posted on August 18, 2019 by the_hack

This week a lot of progress was made in glitching (movement), slightly buffing it and making it feel more natural. Base walk speed was slightly nerfed, which is offset by the easier glitching and also a larger dodge. A major change to the meta gamer is armor absorption coming down from 75% to 66%. It […]

 
     

State of the Glitch – Movement overhaul

Posted on August 11, 2019 by the_hack

Welcome to another Glitch Arena update. In addition to micro updates on discord, we are collecting things in weeklyish posts that will go into changes and the design decisions behind them in more depth. Maps In the last update, we talked about a new visual direction – playing with low res textures. The more we […]

 
     

Glitch Arena 1v1 gameplay and new visual direction

Posted on August 8, 2019 by the_hack

Excuse the odd sigh, my testing buddy is better than I am at Glitch, which is great for the game of course! You will notice the start of a new visual direction, utilising old school 64×64 textures. They are currently just slopped on top of randomish surfaces to test how it could all work, but […]

 
     

Glitch Arena July 2019 Update

Posted on July 28, 2019 by the_hack

Glitch progressed well in July, with work going into refining the UI, clarifying the duel maps and adding Hoonymode, a new 1v1 gametype with rounds. Some major improvements were also made to movement, which this video goes over. Looking forward into August, some bugs around Hoonymode will be resolved, as well as working out some […]

 
     

Arena shooter as Archetype

Posted on July 20, 2019 by the_hack

Glitch Arena was recently released to Steam in a very rough Early Access. But even in it’s rough form, it won’t look that different from how it will eventually. It more some fine tuning and optimising that needs to happen going forward. It needed to get made. The AFPS genre was born out of what […]

 
     

Glitch Arena April 2019 update

Posted on April 22, 2019 by the_hack

Development of Glitch is progressing nicely, with the WIP in a stable playable state, somewhat feature-less albeit. Initial reports from players having games or just running around the maps have been positive (“smooth,” “feels good,” “is fun”). Recent additions were hitmarkers, item timers (which you would be able enable in a casual) and a working […]

 
     

Lathe Layout Done

Posted on March 19, 2019 by the_hack

 

 
     

Glitch AFPS WIP

Posted on March 13, 2019 by the_hack

Wiki Working title Glitch AFPS, this is a minimal, eclectic take on the arena shooter genre, developed by Shock and Rockets Games (ok it’s just one guy and another guy helping with gameplay design and there is no actual business so there you go). In imagining this game, I started thinking about what could be […]

 
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