Developers' Diary

February, 2005


Monday, February 28th, 2005

I realized that we haven’t shown you the current state of the SLG half of the game. Quite a bit of progress has been made, and we have our first candidate for a character sprite that should actually appear in the game. Of course, it’s Ana. She blinks, talks, and changes her expression. Jules and […]

WordPress 1.5

Tuesday, February 22nd, 2005

WordPress 1.5, with improved spam protection, came out just in time. The new theme is a modified version of Mallow, which is in turn based on Kubrick, the new official theme for WordPress. The change feels quite positive so far.


Monday, February 21st, 2005

The good news is: we have been discovered. The bad news is: it was an online poker spam robot that discovered us. I guess someone on the earth thinks it is cool to post incoherent literature excerpts, with links to engrish web pages containing no actual services, on developer diaries for hybrid shmup/gal games. That’s […]

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 […]

Screenshot update

Tuesday, February 8th, 2005

Some new screenshots. Not too much visual change, it’s much easier to notice while you’re actually playing it, let me assure you. Fet made this particle system that is so mind blowingly cool. Fruit increase your score multiplier up to 128x! We expect people will follow this logic well. Hopefully soon there will be a […]


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 […]


Monday, February 7th, 2005

Well, this weekend was a wild flurry of development. We sat down and got a lot of things we’d put on hold back into the game and now it has totally surpassed any past versions we’ve made of it. Faster, with more graphical effects and some new ones. New graphics, a scoring system.. we’ve even […]


Friday, February 4th, 2005

This afternoon was really cool. I managed to catch Bill before he went off to bed.. we started on one of our arbitrary conversations about SoftLanding that make up a lot of our chit-chat, and ended up tweaking and fiddling with various game speeds and rules. The result : things are shaping up. It looks […]


Friday, February 4th, 2005

We’ve been posting so many screenshots, I almost forgot that it’s acceptable to make an entry without any. I took a couple of days away from SL, mainly to repair my Dreamcast and to play some Sentimental Graffiti on Segasaturn. I have a pile of gal games I’ve been meaning to play through as research, […]

More Screenshots

Tuesday, February 1st, 2005

I know Fet posted some recently, but here are some screenshots that show pixel detail a bit better. Mac people had issues with that AVI, so here is a MOV version (4 megs). Cinnamon CG MOV version! -Juu

Bit bob

Tuesday, February 1st, 2005

I was talking to Bill today and we somehow started talking about the fact that Opencanvas can record the process you took to draw a file. I played one back and saved it as a movie for him. Cinnamon CG (~2.5 megs, AVI) Another aside.. I posted pix of Brianne, Cinnamon and Welwyn on portalgraphics. […]