Developers' Diary

January, 2005

Conversation

Monday, January 31st, 2005

Well, I’m kind of happy that the SLG portion works again, somewhat. Here’s our first (still very preliminary) screenshot from that half of the game.

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 […]

Cinnamon

Thursday, January 27th, 2005

Finished this very recently. She’s the last of the “main” female characters I had to finalise, so it’s a good feeling for me. Now, I’m concentrating on creating some of what will be in-game art. In some ways easier, in most ways – much harder. Next up is a background. We’re really moving along now!

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 […]

Cinnamon

Saturday, January 22nd, 2005

Well, I’ve been doing a bit more drawing over the last few days. A few things are coming out nicely, though slowly.. I still haven’t quite found that “spot” where I can just draw without hesitation. I’m sure artists will know what I mean. Anyway, I’m enjoying the drawing a lot, so it’s all good. […]

Soft rambling

Friday, January 14th, 2005

My side of this project primarily deals with grafix. Usually, I’m an artist by whim. I draw and fashion on the screen what passes through my mind, inkings, musings, feelings and thoughts. This, I think, is probably the longest time I’ve made a concentrated effort to produce something that has true form and substance, something […]

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 […]

This Video Game Has A Diary

Wednesday, January 12th, 2005

This project has been in progress for six months, so I don’t even know where to begin to catch people up with what’s going on. I suppose I’ll just write things as they come to me. Jules and I have set out to create the game that we’ve both always wanted but that doesn’t exist: […]