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TIGSource ForumsCommunityDevLogsSamudai
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Naishin
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« Reply #20 on: May 19, 2014, 09:19:02 AM »

Thank you for your reaction, we are busy working on all the feedback that we got. It was released just for that reason Smiley

The Waterfall level is a bit tricky to move around in and was probably a bold choice for the Demo. The whole game will consist of 7 stages which are totally different from each other. The waterfall level being the hardest hazard wise.

We are tweaking the controls and adding new features while working on everyone's feedback. If you feel the controls are a bit sluggish do you mean the reaction between different actions or the framerate? There was a know issue so if you do not mind could you check while playing the game and pressing F1, could be of big help to us.

Anyway thank you for playing, we will continue updating and will keep you posted.
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Naishin
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« Reply #21 on: June 18, 2014, 10:29:42 AM »

We just uploaded our latest version of the Samudai Demo on our webpage: www.geekslothgames.com/Samudai_Alpha3.rar. We made some major improvements on gameplay and performance based on player feedback and playtest sessions. Let us know what you think! Smiley

Here are some of the new features in action:



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« Reply #22 on: July 03, 2014, 01:50:31 AM »

Hey everyone, we are still very busy with Samudai even though news has been a bit slow Wink We are currently working on a complete overhaul of the main characters. After playtest sessions and feedback we found that the characters could be improved upon.


Here are some images where you can clearly see the difference between the old and new art:





One of the first things that we wanted to change was visibility. Because most of our backgrounds have darker colors it became increasingly hard to distinguish the characters from the scene. This also helped with the second problem which was that people had trouble staying focused on their own character when they did some fast combat maneuvers. Adding the color of the respective character's element with a bigger white outline changed that while still holding on to that traditional inky look of the old animations.

While our lead desinger was redoing all the characters he decided to build upon what he had learned so far to animate them even better and give each of them a sort of peronality. In the final animations that we are implementing now, everything is really dynamic and flows together.

Currently we have all the Hero's animations ready and are implementing them into the game. We hope to show you guys some sort of (video)update in not too long while still aiming for an August release.

Let us know what you think!
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« Reply #23 on: August 04, 2014, 03:37:04 AM »

This is an old version of our Devlog, for the latest information check out http://forums.tigsource.com/index.php?topic=42495.msg1048274#msg1048274
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