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 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 – 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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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 19

Hey all,

I know I’ve already written a post for today, but I decided to write about the work I’ve done on Small Gods in the six days since my last post. I’ve also decided to try and enforce a slightly more rigid outline of what’s been done in order to make these kinds of posts easy to read in the future.

I will, however, be keeping this update short due to a lack of images (when I get my first models and/or my logo back I promise I’ll spam pictures of them everywhere :D)

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Dev blog – August 13

Hey, everyone!

…. 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.

SprintBoard.png

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.

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