Developers' Diary



Tuesday, April 13th, 2010

This weekend gone, Fet and I managed to carve out a few precious hours to actually work on Paraplu together in the same room. The progress was substantial. Most of the work we do on Paraplu is conceptual – either I’m making tiles outside of a level, or Fet is tweaking or introducing a new […]

“n”: You see a Mycon in the field.

Thursday, April 8th, 2010

Talked to Fet the other day about changing the way levels work in the game. Previously, each level was just a single screen, and now we’re looking at making it so that the edge of any given level will (optionally) take you to another screen, like in TLoZ. Moving in a more adventure game / […]

Huge maps

Tuesday, March 23rd, 2010

We have made lot of progress in the past few days. Thanks to my coworker Andrew, we finally got Python and its dependencies properly set up on Julian’s MacBook so that he could run the game himself. Before that, were having to rely on making prebuilt copies on my machine whenever anything changed. Considering how […]

Of Mirrors and Runframes

Thursday, August 27th, 2009

The best you can ever do with a project like this is to keep pushing yourself and trying your best. Often, when the context is as easy ‘n’ totally cas like then it’s hard to remain disciplined. I’m extremely bad at this. Recently I very much wanted to try to shed this taxing trait, and […]

K Groove

Sunday, May 31st, 2009

I had a nice time coding in the little food court at Whole Foods today. – After several hours of work, taught our most basic enemy how to avoid obstacles. This is way harder than it seems, and I had to write in a bunch of psychedelic drawing effects to visualize what what happening in […]

A Groove

Saturday, May 30th, 2009

I was determined to get into a Paraplu groove today, because it was the first time in a couple of months that I had a significant chunk of free time to myself. After getting energized by some bass-playing, coffee, pinball, and Ar tonelico music, I sat down to plow through some coding and planning tasks. […]

Paraplu: GMS + GMI

Wednesday, April 29th, 2009

Progress is steady now. I am working pretty much every evening on Plu, and managing to tick off boxes every day. Feels good! We will soon have all the parts required to make a working, fun level, which is a very important step to take, obviously. We are simultaneously slimming down un-needed parts of the […]


Saturday, April 25th, 2009

Visited Julian’s house today, and got to work on our stationary stone idol enemy. It spits magma-veined eggs at you, which explode on impact. Figuring out how to make objects fly in parabolic arcs within our pretty 2-dimensional system was fun.

We got a whole lot / going on and on and on

Tuesday, April 21st, 2009

Had really good crack at getting some illustrations done last night and something isn’t right. I’m not sure if it’s just normal “hiatus sickness” or my own sensitivity to the environment I am working in (different computer, different application, different hardware, different location). I am having a hard time feeling comfortable drawing, and the machine […]

I hope Sofuran isn’t too lonely.

Tuesday, April 14th, 2009

Poor Sofuran.

Welcome home, big bro.

Monday, April 13th, 2009

Working on character artwork. I haven’t been drawing for a long time so just trying to work out the kinks right now. Ordered a new, smaller tablet (Wacom Bamboo Small), I’ve always found the GIGANTOR one that I’m stealing/borrowing from hachi to be a little cumbersome, and usually just corral a tiny area in the […]

1D Inventory

Thursday, April 9th, 2009

Goodness, has it really been 8 months since I posted? We have been very busy with real-life stuff, but the Momo Pax spirit continues. For a while I was working on implementing a 2-dimensional inventory grid like in Diablo, but it turned out to be pretty prohibitively complex. In the *getting something done* spirit that […]

Paraplu: Ordered Layers!

Monday, August 11th, 2008

Whoa, I just completed the ordered layer drawing system. Before, all Guys on a particular layer were drawn in whatever dang order the game pleased. This was fine in Soft Landing, because it had a purely side-on view and it was unlikely to matter which of any given pair of peers on a layer draws […]

Event Queue

Monday, June 23rd, 2008

My friend Nathaniel was just watching me code, and he suggested using the event queue to process input instead of polling for every type of input every frame. To be honest I don’t exactly understand how the event queue is any faster than polling (like, at some level there must be some logic checking every […]

Paraplu: Drawing this was harder than it looks

Thursday, May 15th, 2008

Paraplu: Text

Thursday, April 24th, 2008

I just transplanted what’s probably the most complicated class in all of Soft Landing, “Interface”, into Paraplu. Along the way I chopped off a ton of messy code that I’m planning on rewriting. This is the class that draws all of our text boxes, menus, health bars, and so on. It’s not gorgeous, but it’s […]

Brief Update

Thursday, February 7th, 2008

Added nice fading sliding inset images for dramatic effect. Tested this with a nice quick portrait of Brianne that Jules threw together. Tied the synchronized pod-gun to the Trust score. Now the better you do (in the eyes of your support pilot), the better your coordinated firepower gets. All of the crazy numbers we had […]


Tuesday, December 4th, 2007

So, mm. Hiatus for a while, I suppose. I’m now earning my keep in the US and that’s made for some adjustments to lifestyle, but now that things have settled down, I’m getting back into development. Anyway. We both really like our game. A lot. Only… recently I instigated a somewhat feverish conversation with fet […]

Character Positioning

Sunday, September 30th, 2007

I just committed some code for intelligently positioning characters during novel scenes with more than one person present. It was (as usual) surprisingly hard to determine how to keep track of where everyone is, when someone should slide gracefully over to let someone else in, and how to fade characters in and out properly. I […]

Trimans Behavior

Wednesday, September 5th, 2007

It’s surprisingly difficult to get a Guy to do something as simple as “move somewhere, stop, shoot some missiles, then move somewhere else.” Last night and tonight, I’ve been working on the behavior of our trimans enemy, who accompanies some of the bigger enemies in the cave part of our demo level. Finally, I think […]