Category: dev blog

Sep
14

Ye Olde Shoppe

You can just sticke an extra “e” at the ende of any worde, and it instantly becomes olde englishe! With that pro-tip in your tip satchel, we can jump into what got did this week on Super Slam Dunk Touchdown’s […]

Sep
07

TRAININGBUTTON

Super Slam Dunk Touchdown Season Mode development continues this week. With two basic training modes designed, it was time to put some UI on the Team HQ scene to be able to pick a training mode. Taking players into tryouts […]

Aug
31

SSDT Season Mode Dev Blog Week 36: DevVlog

Check out the new video blog for progress on the new minigame/tutorial combo.

Aug
24

Post MAG West

BUGS As I mentioned before, MAGWest was a great opportunity to get feedback for the first time on the Xbox One port of Super Slam Dunk Touchdown’s new Season Mode. I learned a lot, and also found some bugs. Let’s […]

Aug
03

All the fixins

As I prepare for demonstrations that have not been scheduled, there have been a lot of outstanding bugs and things to improve. So here’s this week’s efforts: File system queue..ue? I’ve been plagued by issues related to the asynchronous nature […]

Jul
29

Prepping Anyway

No notivation like motivation, and mo’ motivation is better still. While SSDT has not been selected for Pre-PAX this year, I am keeping the momentum I had from prepping the demo, and prepping the demo anyway! It’s important to get […]

Jul
21

No dev update this week

I know, what a bummer! I took a trip to visit some old friends this week, and as it turns out, they were kind enough to play through an entire season of Season Mode with me. The main feedback was […]

Jul
13

Prepping for Pre-PAX

I don’t yet know if I’ve been selected for Microsoft’s Pre-PAX event this year yet, but I am working on a demo-able build just in case. I wrote up a big list of things I wanted fixed for a demo, […]

Jul
06

AMF

One thing I’ve learned through development on this project is that when something goes weird, it is Always My Fault. While the libraries or even Unity itself occasionally have/has, some quirk or known issue, or even an honest bug, more […]

Jun
29

Performo

When coding a project, you can over-optimize too early, and do yourself no favors. There’s no sense in optimizing something that isn’t hogging the game down too much. Good coding habits can prevent a lot of issues. Well, it certainly […]