Samurai Smash – June 16th – Special Announcement!

Hey all,

I haven’t had much of a chance to work on this game since my last update due to getting carried away on a side project, but I do have some big news that I’m eager to share (and which should be immediately obvious given the title :P). I’ve also done some work on character-specific abilities, bug fixing, and menu navigation, so read below the fold!

As always, I’d love to hear your thoughts on today’s dev blog, so let me know via Facebook or Twitter.

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Samurai Showdown – June 5th

Heya,

Among other things I’ve been working on since my last update, I’ve been working flat out on implementing game-changing powers, improving Samurai Showdown’s visuals to ensure players know exactly what is going on, and hunting down and fixing a very annoying profile bug. While the latest version of the game hasn’t been deployed to Itch.IO just yet, you can expect it to be on our page shortly.

For more on what exactly has changed and what’s next, read below the line!

As always, I’d love to hear your thoughts, so let me know via Facebook or Twitter.

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Samurai Showdown – April 5th

Hey all,

Welcome back to another Samurai Showdown development blog! As has been a running theme for the past few weeks, I’ve been busy testing Samurai Showdown with the help of Murdoch uni’s Co-Op game dev group and generally improving the user experience for players. While most of the changes are pretty difficult/boring to show, I have reintroduced and reworked some features that were present in previous builds due to user feedback so this update won’t be too boring.

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Samurai Showdown – March 23

Heya, people!

Okay, so I’m a little late on this one…. 😛

On a slightly more serious note, I would like to apologise for not posting for a while. I’m at the stage where testing is pretty much required for me to progress, and the stuff that I had to work on once I’d gotten some testing in wasn’t massively interesting until now. With that said, since Murdoch Uni’s Co-Op group has started up again, I’ve managed to get a lot of work done on Samurai Showdown since my last update. While none of it was directed at making new mechanics, quite a bit has gone into making the gameplay better, the visuals more interesting, and the UI more readable by humans and not hypothetical AI from the distant future, among many other areas.

So, with that said, let’s get started!

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Dev Blog – February 8 – Samurai Showdown

Hey all,

So today will be a pretty short update due to the fact that I’m pretty close to done with Samurai Showdown from a baseline feature standpoint and I’m starting to clean things up to make the game slick and pretty. There will, of course, be a lot of work to do in the future once user testing starts around March, but for now, I’m taking advantage of the time off to work on some side projects and develop my skills.

Now with that said, let’s talk about what’s been done since the last update!

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Dev Blog – January 26 – Samurai Showdown

Heya,

While I’ve been too busy to work on Samurai Showdown as much as I’d like due to a combination of family responsibilities and Global Game Jame 2017 being a thing, I have managed to find some spare time in which to work on the game. While the next PlayUp Perth (read: the one on the 3rd of Feb) is dedicated to showing off the games we made during GGJ17, I should be able to take Samurai Showdown out in public again soon and get some feedback. Furthermore, and speaking of Global Game Jam, I should have a blog on it, our game, and the PlayUp GGJ event for it sometime after the event has passed.

In any case, let’s talk about what’s been added, what’s been changed, and what’s being planned for the future!

Previous Update

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Dev Blog – January 7 – Samurai Showdown

Hey all,

So I’ve recently had some free time due to work slowing down a little bit, and I haven’t entirely wasted it on replaying Mass Effect 3 (Vanguard is the best class and I dare you to disagree). Becuase of this, I’ve managed to complete several features which I’d been putting off in favour of tweaking the gameplay, and I think that they’ve gone a surprisingly long way towards making Samurai Showdown look like a proper game. I’m greatly looking forward to taking Samurai Showdown out in public again once PlayUp Perth events start up for 2017 as the dearth of events has been really bad for motivation and feedback, LMTY.

In any case, let’s talk about what’s been added, what’s been changed, and what’s being planned for the future!

Previous dev blog here.

 

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Dev Blog – December 16 – Samurai Showdown

It’s been a little while since my last update, I’ll grant you that.

 

Seriously, I know it’s been a while since I last posted an update here and that’s mostly because I’ve been having some difficulty finding the time to work on Samurai Showdown thanks to capitalism *shakes fist*. However, for the past couple of weeks, I’ve managed to find some time here and there which I could spend on further developing the game and so I’ve been chipping away at it. In any case, I’m slowly but surely getting towards the point where I will no longer be adding new features and will instead be focussed on refining Samurai Showdown and making it pretty (by hiring artists because I can barely draw stick figures).

So, without further ado, let’s talk about the work I’ve done since October!

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