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 – April 30th

Hey all,

I’m trying out a new type of blog post today for Samurai Showdown where I try to keep things short and sweet by only going into detail on one of the changes I’ve made since the last update and by listing the rest in dot points. Let me know what you think about the new style in the comments or on Facebook/Twitter.

So, without wasting any time, let’s start!

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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 – 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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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 – 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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