Developers' Diary

March, 2006

Ar-Three

Wednesday, March 29th, 2006

I had a nasty scare today. Ar Tonelico seemed to be wrapping up, after only 20 hours and not nearly enough fun. Just when I was afraid the final credits were about to roll, I saw PHASE 1 COMPLETE. It started me on Phase 2, which suggests that I’m not more than halfway through the […]

Yes, that old chestnut..

Tuesday, March 28th, 2006

Time. And not having it.. thing. Well, it’s been busy yes, but I feel better about SL than I have for a long time. Playing the current version we have puts a lot of long-time things we’ve wanted together nicely. The funny thing about this kind of project is that you can be 90% of […]

Endings

Wednesday, March 22nd, 2006

Since we started showing the game to people, almost everyone has had the same reaction: “You can’t die!?” Of course, being able to die would make the game much harder to test; we’d have to actually try to survive in order to test out things that happen later in the level. I kept telling myself […]

Two Weeks

Monday, March 20th, 2006

We failed to enter the contest, but we have set our own deadline. Downloadable demos for Mac and Windows on April 3. We are serious about this landing.

Shmup Dev contest

Friday, March 17th, 2006

We’re scrambling to complete a mini-demo for the Shmup Dev one-level-demo contest. We have to omit a lot of details that are dear to us to finish it by this weekend, but having a goal and a deadline has done much for our productivity.

Ar-two

Sunday, March 5th, 2006

Ar-tonelico continues to pile on the smiles. The combat is based on maintaining harmony with your Revetail, the singer who accompanies you into battle, as something of a mage-bard. That’s cool, but get this: when you craft a new item using the game’s cute little alchemy system, your current Reveteil suggests a cute name for […]