Developers' Diary



Sunday, August 26th, 2007

Since our meeting, I have been working on the little details of balance for the demo. The level is slower, and the enemies’ attacks are more deliberate. The in-flight conversation system is working, but because our main character isn’t actually the same type of Guy as the rest of the cast, it looks like it’ll […]

Things are going well.

Tuesday, August 21st, 2007

Lots of new stuff is happening with our game. We’re re-thinking some of the Big Things in the shooting side of the game — the way the challenges are presented to the player, what kind of challenges they are, and how they are arranged. High-level, thinky stuff that we haven’t had time for since there […]


Wednesday, August 8th, 2007

Jules put together a whole lot of stuff today, so I incorporated it into the game. Now our main character Laurent has fourteen available expressions, Brianne has a dynamic new pose, and our new character Crystal Honda is in the game. Whee!

Soft Landing for Windows, thanks to PyInstaller

Wednesday, July 25th, 2007

As we approach the demo (like Achilles approaches a turtle…) and as we have a new Windows-based audio guy on board, it has become pretty important that we get a standalone version of Soft Landing working on Windows. See, for Jules and me, Soft Landing requires Python, Pygame, PyObjC or Numpy, and PyOpenGL, each at […]


Monday, July 23rd, 2007

Today I dropped Aaron’s noises into the game for the first time. There have been several clues that Aaron is the right guy to make the audio for our game: The very day that Jules asked him about helping on the project, he put together an awesome SL-specific stage music. The next day, without prompting, […]

Alpha Videos

Thursday, July 19th, 2007

Hey. Boring musings ahead, so I will put the good stuff at the top here. Here are some new videos of the game, in various parts. This is still alpha stuff though, so it’s pretty shaky, with some cleanup and many things needed to be revisited before completion. Six short videos. So, not so much […]

Fet vs. Windows, round II

Thursday, July 19th, 2007

Well, I don’t know exactly what did it, but for some reason, Soft Landing is running fine on Windows for me now. Once I got it working, I found a weird bug: the guys’ animation frames were all jumbled up, causing enemies to spasm around comically instead of menacingly and smoothly deploying their weapons. I […]

Fet vs. Windows, round I

Thursday, July 19th, 2007

I have now spent three evenings trying to get Soft Landing working on Windows. I know it works, because Jules runs it all the time. I installed XP on my MacBook, set up Subversion, downloaded Python and Pygame and PyOpenGL, checked out Soft Landing… But the game keeps crashing with weird errors, like claiming that […]

Crystal and Music

Saturday, July 7th, 2007

Hey everyone! I’ve been working on the game recently, and things are going nicely. More character poses have been made and I am definitely getting a feeling for how to make them work faster. I decided to draw one of our more less-major characters recently, who will probably turn up in the demo. Usually in […]


Wednesday, July 4th, 2007

Yesterday I added the ability to play noises, start or stop music, and start or stop looping ambience in the novel part. Minor stuff, but it’s important.


Tuesday, June 5th, 2007

I set up the text rendering system, used mainly in the visual-novel segment of the game, to pause longer when printing certain punctuation marks than when printing ordinary letters. So if there is an ellipsis in the middle of someone’s line, or they are listing several items separated by commas, a bit of rhythm makes […]

In the style we discussed…

Thursday, May 31st, 2007

Over the last two days: Fixed Magnus graphic Many conversation font fixes Wrote preliminary STG side demo level script Finalised and inserted demo script Added emotes to demo script Started work on final graphic for demo Finished thrust graphic for C-Bell Sourced ambient noises for cafe and corridor, footsteps, doors opening/closing etc. Yay~

Animate Me

Thursday, April 19th, 2007

I just wrote some insane mathy code for doing complicated warmup, firing, and cooldown animations for enemies. We needed the ability to force an arbitrary frame based on when the enemy was supposed to be firing. Jules drew a ton of madly detailed little animation frames for a particular enemy, so I felt that I […]

A Softer Landing

Thursday, April 19th, 2007

We have a new title screen, replacing the one we’ve had for years now. I really liked the old handwritten logo, the one you see at the top of this blog, but maybe we can still use that somewhere. We’ve made so much progress with the little details that have been on our list forever: […]


Saturday, April 14th, 2007

We’re making great progress recently. For the longest time, we’ve been worried about music. Suddenly, we have three musicians. Will Sayre, my neighbour in Seattle, Ivan, my brother and Steeve/Vegeroth, a long time friend living in Canada. It seems the same for so many things, you spend years trying to solve the issue of how […]

Say Hello to Anastacia

Tuesday, April 3rd, 2007

Jules and I got much done yesterday. I brought several old systems back up to date and did some various fiddling and fixing here and there. He created the much updated in-game version of Ana, our oldest character. She has a brand new, cuter hairstyle, and a casual outfit. The scene she’s standing in is […]

Heart’s Content

Monday, April 2nd, 2007

Apparently there is another cute visual novel being developed in Seattle. It’s called Heart’s Content, and I stumbled across their developers’ diary when their post about The Science of Moe Drawing fell into my Technorati feed about Ar Tonelico. Who are these guys? Is this town big enough for two such projects? I have subscribed […]


Friday, March 23rd, 2007

The text box rendering system in Soft Landing is fairly complex. We have some conversation bubbles that offset themselves with a bit of randomness, to get your eyes moving around the scene just a little bit, so you’re not just staring at one point on the screen all day. We also resize the bubbles to […]


Saturday, March 10th, 2007

For those of you who still read this blog, a little treat. After I finished this enemy (codename Tri-mans), I was quite amused by how he actually managed to become an in-game asset. The original concept was laughably simple but it ended up being really useful. See? Programmers can be artists too! Naturally, we’ll keep […]


Thursday, March 8th, 2007

Julian and I have both been spending a lot of time visiting our international fiancées and trying to organize ways to reunite with them permanently. But we’ve also been working on the game here and there. Lately we’ve been sitting down and putting a lot of thought and effort into getting the demo out… Yeah, […]