This is just a quick update on what’s been happening to Samurai Showdown in the lead-up to the September 3rd Play Up Perth event. While I have been pretty busy since my last post on the 23rd, I’ve managed to find the time between working on Small Gods and other assessments to tinker with Samurai Showdown (apparently I hate myself and think that working on two games for my game dev class is a good idea :v). In any case, let’s talk about what’s been done.
Midway through July, a US-based friend of mine suggested that Samurai Showdown could do with something to spice up the period of time between the game finishing and the two samurai dueling to the death. The suggestion he offered was, essentially, for the samurai to smack-talk one another prior to fighting with their phrases being randomly chosen from a list of several hundred in order to keep things interesting. Well, I’m pleased to say that after months of putting off working on this “incredibly important” feature, I have finally gotten around to adding in smack-talk.
As you can see in the above gif it isn’t a particularly pretty system, but it works. I have experimented with having Rich Text Format (RTF) codes in the text file the phrases are read from, but the way the system transfers the data to the textbox means that you can see the beginnings of each RTF code for a split second. I may change how it outputs the text as I’m not 100% sold on the typewriter effect, but for now, I consider it decent. Additionally, I plan to prettify the text bubbles but that will likely only occur as part of a greater beautification effort.
- Draws now work as intended with scores being reset at the end of each round/when players in a tournament advance to the next round.
- Gather and analyse feedback from testers at PlayUp Perth.
- Cry a little :p
- Add additional boasts to the boast text file.