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 – May 21st

Hey all,
So first thing’s first. Since my last update, I’ve put a tonne of work into Samurai Showdown, and you can now find the latest version on Itch.IO. It’s the first version of the game that doesn’t require two players thanks to a very simple AI, so now anyone can play the game!

As always, I’d love to hear what you think of the game, 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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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 – October 9 – Samurai Showdown

Hey People,

I know that it’s been all of one day since I last posted, but I’ve done a bit of work since my last dev blog, and I decided that I may as well give you a proper update as to what’s going on. While I’ve still yet to properly go over the various questionnaires that were filled out at the Perth Games Festival, I was able to identify several things that I could work on between now and the end of the semester. So, without stalling any longer, let’s talk about the most recent changes!

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Perth Games Festival Rundown

Hey guys,

I’ve been working pretty flat-out on other uni assessments since my last update, however, I was able to find the time to take both Samurai Showdown and Small Gods to the Perth Games Festival and (attempt to) showcase them both to the public. I’ve actually been to previous Festival’s as part of the Murdoch student showcase that they do there every year, however unlike last year’s visit which was solely so that I could pass a unit, this time around I put significantly more importance on people’s experiences and feedback as Samurai Showdown has turned into a properly commercial venture and so a great deal more rides on it than ever did on my past work.

This year I once again went as part of the Murdoch showcase and so in exchange for equipment and a space at the event, I had to hand out Murdoch branded items such as puzzle panels and wristbands —the latter of which I gave away so many I was only able to steal one for myself 😦 :P. It was still a pretty good trade, though, as I meant that I didn’t have to worry about bringing anything with me to the event and all the setup was basically done by the time I arrived. Despite this, however, there were some unfortunate technical issues that meant that I was unable to show off Small Gods and so I wasn’t able to get any of the feedback I was hoping for. Anyway, without further adieu, let’s talk about what it was like at the Perth Games Festival!

 

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Dev Blog – September 25 – Samurai Showdown

Hey everyone,

Firstly, I’d like to apologise for the delay for the gap in between dev blogs. Rest assured that I’m still chugging away at these games, I’m just getting swamped with uni work as semester two is slowly wrapping up. Since my last update, I’ve managed to get through a decent chunk of the testing notes I gathered from Playup Perth’s last event and I’ve started implementing a tutorial so that, when I show it off at the upcoming Perth Games Festival, I won’t have to stand around and explain what to do as I did at Playup Perth. So, without further delay, let’s talk about what’s happened!

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Dev Blog – September 8 – Samurai Showdown

Hey everyone,

So since my last update on Samurai Showdown I’ve managed to get a good idea of where I want the game to head in the next few months of development thanks to the awesome people at Playup Perth. The actual showcase of the game went fine —aside from my laptop overheating and shutting down three times during the event, and the shared game mode not working for some reason— and I managed to get a lot of valuable feedback which should help make Samurai Showdown awesome. So, with no more delays, let’s talk about the feedback I received and the changes I’ve made since, and the media that’s talked about Samurai Showdown!

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Dev Blog – August 26 – Samurai Showdown

Hey people,

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.

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