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.
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!
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!
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!