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 […]
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 […]
Check out the new video blog for progress on the new minigame/tutorial combo.
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 […]
Another Fine MAGWest! It was a fun and busy weekend showing off Super Slam Dunk Touchdown’s still-in-development Season Mode at MAGWest! This was the first time the public has seen a peek at Season Mode and what is in store […]
Excited to bring SSDT to MAGWest this weekend for the first ever public demonstration of Season Mode, coming soon to Windows PC and Xbox One . Hope to see you there! Tickets and info at magwest.org
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 […]
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 […]
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 […]
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, […]
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 […]