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.
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.
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.
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.
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!
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!
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!
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!
…. Alright, I’ll admit that it’s been awhile since my last post here, but I have access to an Oculus Rift again and can get back to work!
In the two weeks since university life has started again, I’ve done a fair amount of work on Small Gods and another project that I’ll be talking about Soon(TM).
For starters, I’ve recently set up a Trello board dedicated to helping me —and the people who’ve foolishly agreed to help me 😀 — follow the basic SCRUM methodology. This was pretty badly needed as previously I’d been doing everything without a real plan and I need to get the game in as good a state as possible within the few months I have left as uni.
As you can see it’s nothing much at the moment, but I’m hoping to properly fill it out as the weeks go on so that everything is in order and everyone knows what they’re doing.