Developers' Diary

'Code'

Salvation

Tuesday, June 7th, 2005

After not too much work and with the help of a couple of excellent people, Soft Landing is now finally under version control. Subversion will be taking care of every tiny little change to every obscure little file in the project. This should save a lot of time and energy for both Jules and me. […]

Crawling

Thursday, May 26th, 2005

Hi. From the very beginning, Jules and I have disparaged the kind of internet projects that start with some grandiose but vague vision of a finished product, but almost no sense of organization or determination to get the project done. We vowed to see the project through to completion, and we trusted each other to […]

Generator

Monday, March 14th, 2005

I couldn’t take it any more; I came back to the project to bash away at it by myself. Nine out of ten things I want to do require new art from Jules: I can’t rework the terrain system until I can actually see what the terrain is going to be like, I can’t put […]

Logical Progression

Sunday, February 13th, 2005

Welp, I’ve added a few more features from the Bugs list. Pod thrust effects, the return of missiles, and the ability to actually get hit by enemy bullets. A lot of my time was spent trying to get our project into CVS, though, and it was as crappy and frustrating as I’d expected. As bad […]

W.E.E.K.E.N.D.

Monday, February 7th, 2005

It was indeed one heck of a weekend. We added power-ups and bonus multipliers, translucent explosions, ship thrust effects, enemy gibs, sound effects, the return of the text system, multi-surface character expression building, character animation, and many little improvements and optimizations. The game is actually nearing a state that I’d be happy to show it […]

Truth

Monday, January 31st, 2005

I wanted Jules to post the next round of screenshots, because they were to be the first “real” ones, and he refused. So I’m posting them. This is how the game looks right now. There are a few features, like exploding gibs and score display and thrust particles and such, which used to be in […]

Success

Thursday, January 27th, 2005

Tonight was a pretty major breakthrough. The game was using OpenGL before, but it was just using the OpenGL pixel-blitting functions, which were not really any faster than the pixel-blitting functions in PyGame. I was seriously worried last night that it just wasn’t possible to make the game the way we intended. Tonight, just to […]

Open Landing

Wednesday, January 26th, 2005

The game more or less runs using OpenGL now. A lot of features (like gibs and sprite tinting) have been temporarily disabled until we can teach them how to use the new graphics system. A lot of these features are going to be improved in exciting ways; for example we’ve decided to try using OpenGL […]

Soft Graphing

Sunday, January 23rd, 2005

Changing the way guys display on the screen to use OpenGL pretty much touches every bit of the game’s code. My approach has been to change the way images are loaded, then follow the trail of errors all the way to the point when they are displayed, fixing things as I go. I’m about halfway […]

Isolation

Sunday, January 23rd, 2005

Jules has come up with some lovely concept sketches indeed for Miss Cinnamon St. Cloud. All of our other main characters so far have been easy for him to conceptualize, but for some reason Cinnamon, my personal favorite so far, has been giving him trouble. Finally, after long discussions and provision of examples, he felt […]

Kwipment

Friday, January 14th, 2005

I’d like to list the technical bits about my half of the project here; we owe the people behind this stuff so much, and if not for them the project wouldn’t even be remotely conceivable. All of my work is being done on an Apple PowerBook G4, a 12″ aluminum one from 2003. It’s truly […]