Developers' Diary

'General'

Breath

Monday, January 15th, 2007

We’re still working. I failed the NaNoWriMo project, but now we have a whole bunch of background on which we can base our first couple of chapters. Julian has adopted a new, faster drawing style that still produces lovely results but takes a tiny fraction of the time it used to take when he was […]

NaNoWriMo

Thursday, October 26th, 2006

I was thinking about joining [National Novel Writing Month](http://www.nanowrimo.org/), but I decided it would be silly to invest so much time in something like that while I still have a project like Soft Landing going on. Then, as I was falling asleep it hit me: SL is just reaching the point where we need to […]

Alpha

Thursday, September 21st, 2006

We sent out access to an alpha version today, to folks at [shmup-dev](http://www.shmup-dev.com), [The 2 Bears](http://the2bears.com/), and [Heisei Democracy](http://www.heiseidemocracy.com). This is the first time anyone we don’t personally know will be playing the game. I guess I’ll go to bed and see what the internet says in the morning. :D

Level design

Thursday, September 14th, 2006

Quick entry. After a little break (unplanned thanks work and thanks food poisioning and thanks everything else), I managed last night to have a gander at fet’s latest level design for our current level. HOLY BAJEEBUS. He’s done a fantastic job and this is really shaping up to be something better than I anticipated. Nothing […]

Asplosions

Wednesday, September 6th, 2006

My coworker Troy, audio-engineer extraordinaire, just presented me with his first bit of work for Soft Landing. At the beginning of the project, Jules and I were pretty keen to make *everything* ourselves. Once we’d both tried our hands at music and sound effects, we discovered that audio is really, really hard. As simple and […]

Bullet Patterns

Monday, August 28th, 2006

Working on bullet patterns at the moment. It’s funny. We’ve been working on this game for a very very long time, polishing bits here and there and putting it all together. It’s only really just now that we’re starting to make it into an actual game with actual challenges. Death has been implemented and now […]

Suppoteil: Sofuran

Saturday, August 19th, 2006

One more reason to love GUST: Ar tonelico has been out for over half a year now, and they are still coming out with brain-sublimatingly cool promotions and fan interactions. What you see on the sidebar is our new [Suppoteil](http://ar-tonelico.jp/suppotail.htm), a mini version of Ar tonelico’s song-weaving magic-users, the Reiva Teil (or however they end […]

Inter View

Wednesday, August 9th, 2006

We got interviewed by Heisei Democracy. This site’s new design is the main reason I haven’t been able to work on SL for a while. ~_~

Items

Wednesday, July 19th, 2006

A few things: – Jules drew a new scene for the novel part. I think it’s my favorite thing he’s ever drawn. *DRINK ZOL*. – Brianne is in the game and looking better than ever. We have known Brianne for so long, in our heads, that sometimes I forget how it’s only recently that she […]

Bellissima

Wednesday, June 21st, 2006

As I’ve mentioned before, SL’s level editor is not a specialized tool; it’s [OmniGraffle](http://www.omnigroup.com/products/omnigraffle). Rather than implement every feature ourselves, we’re taking advantage of software that’s had years to develop those features. We just build the level as a graffle file, then a special Python script translates that into our level format. I think truly […]

Rolling

Thursday, June 15th, 2006

Indeed. For a while I was stuck between a Universal Binary installation of Python and a PPC installation of Pygame. Since the Universal versions of Pygame and PyOpenGL don’t seem forthcoming any time soon, I blew away my Python installation and started over with an old PPC binary. On the MacBook, it actually runs perfectly […]

Back in motion.

Thursday, June 15th, 2006

A quick entry to let you know that we’re both (mainly) free of the “real-life” that has been bogging us down over the last few whiles. Expect progress and soon. On a lighter note, I have started a journal /weblog of my own (for various reasons), called Grappa Pixel Tea, it’s going to be really […]

She waits

Wednesday, May 17th, 2006

Despite the fact that not a whole lot of people read this site I feel it’s reponsible for me to mention that SL is on unofficial temporary hiatus while things generally cool down a bit. I think I’m ready to get stuck into work again but I know that Fet is unlikely to be working […]

Editor

Thursday, April 27th, 2006

There has been a trend in the development of this game: 1. I encounter a problem. 2. It becomes obvious that there are two ways of solving the problem: quickly and messily, or cleanly and with more effort. 3. I solve the problem the easy way. 4. Time passes. 5. It becomes clear that I […]

Tangent

Wednesday, April 26th, 2006

So, for a while I guess I was kind of worried about our game. I mean, I think a lot of people will have reason to be interested in it, but for different reasons. I suppose part of me has tended towards exhibiting the shmup-side of this game for a long time for.. I suppose […]

Grop – A WIP.

Wednesday, April 19th, 2006

How about something a little bit different? Well, I recently realised I’d saved quite a few WIPs for an enemy as I was discussing it with various people. I thought I’d arrange them here and tell you a little bit about part of my creative process with this whole dealeo. It’s fun, trust me. Now, […]

Presented in Cave

Wednesday, April 12th, 2006

Here are some screen shots from the demo level we have been working on. Two scenes outside in the desert, then a shot entering the cave, and a scene inside the cave. A nice effect that turned out to be a lot cheaper than I expected was tinting the whole screen blue when inside the […]

Strange..

Tuesday, April 11th, 2006

Weird Worlds. I’ve been playing.. a fair bit of this recently. It’s an indie game in all the right ways. Like many other indie games that have become successful enough to become sold this game has many wonderful qualities. It’s not a big game, the longest a single play of this game can possibly take […]

Home

Monday, April 10th, 2006

Work has been mad. Mad, I tell you. Nevertheless it’s all not too bad. M-D have gone away to the UK at the drop of a hat due to Simon’s sudden illnesses. I have a four day weekend approaching, and I’m hoping to get some work done in that time of course, although we’re currently […]

Ital

Tuesday, April 4th, 2006

Another font is over. So far I’ve created 4 fonts for this game, which doesn’t include an 8×8-ish bitmap score font and various other one-off text sprites. It’s one of the best things about this project – I’m being thrown headlong into territory never before explored. I’ve thought of making fonts before, but you can never […]