Developers' Diary

September, 2005


Friday, September 30th, 2005

I guess I haven’t posted a screen shot in a while. You can see the nice head-up display that Jules created; it’s got an enemy life bar with ship name, score, bonus multiplier with time-remaining bar, current weapon level, and current shields level. You can also see the explosions we refined a bit, and some […]


Wednesday, September 21st, 2005

My roommate Anny commented on the unbelievably uneventful opening scene of Dousoukai 2. The screen sits at a stylized image of six photographs, each of a different character, and sets up the premise of the game through memory and internal dialogue. The image doesn’t change for at least fifteen minutes, and even once it does, […]


Monday, September 19th, 2005

Much work has been completed. The visual-novel bit of the game now supports an arbitrary number of poses and outfits for each character, and we can change them at will. The peripheral controller support has been much improved, now allowing for configuration so now the game supports controllers other than mine. We have been working […]


Monday, September 19th, 2005

Sakura Taisen V is over, and it was a worthy addition to the series. I had a lot of skepticism, but for the most part, Red pulled it together and gave us what we’ve come to expect. I just popped in a couple of games I had around from my last trip to Akihabara, to […]