Developers' Diary

August, 2009

Of Mirrors and Runframes

Thursday, August 27th, 2009

The best you can ever do with a project like this is to keep pushing yourself and trying your best. Often, when the context is as easy ‘n’ totally cas like then it’s hard to remain disciplined. I’m extremely bad at this. Recently I very much wanted to try to shed this taxing trait, and […]

Damage

Wednesday, August 19th, 2009

Today I worked on the hit points system for the main character, and the damage and dying mechanisms that that implies. Now the character has a hit point total, can be hurt by enemies and their projectiles, and dies when reaching 0 hp. Pretty basic stuff, but it was taken out for the sake of […]

Equipment

Tuesday, August 18th, 2009

Over the past couple of days, I’ve done a lot of work on the equipment system. It was harder than I expected, but now you can equip various types of items that determine how your attack works. This is the core of the “algorithmic shooter” concept we originally devised together. In Paraplu, your attack is […]

Mirror Match

Wednesday, August 12th, 2009

I have got the mirror system working, basically. This is how you equip weapons, accessories, and costumes. It was remarkably difficult to make a system that simply opens up a menu, then opens up another menu based on the item you chose. Those old NES RPGs full of nested menus must be a lot more […]