Tag: indie dev

semi-secret ending work and more, and less

This week was mainly spoilersy ending work, so I can’t show off much. I did do some more work on the shop over the weekend, so now there’s a generic confirm box. I can adjust the buttons and text easily depending on what I need it for, so that’s...

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 when a new character is unlocked is still the...

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 get to it. I knew I probably  had to...

MAGWest Wrapped

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 for the Xbox One port. I got a lot...

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 of cloud saving, and my half-solution was just not...

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 feedback as Season Mode comes together, and as I...

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, and then it occurred to me to add one...

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 isn’t too early to look at the Unity profiler...

Week 25 (since I started counting)

Maybe. I didn’t mention it during my cranky, sick E3 review last week but I did accomplish a few things with the game, and I this week I did more. Aside from various bug fixes, here’s this week’s run down on Super Slam Dunk Touchdown Season Mode development for...