It’s hard to believe, but Yugure no Kagami is now seven years in development. As its co-creator, those seven years have been filled with more trials than I would’ve ever believed. And believe me, I’m aware how the extended wait appears to the casual observer. Though XGASOFT has remained active in creating and supporting game engine middleware for developers, the first-party titles they were created for have been lacking in updates (to put it generously).
But in spite of every trial, Yugure no Kagami lives on. Continue
Category: News
A Tale of Two Tools – A Duo of New Developer Resources from XGASOFT!
Hello, world! Lucas Chasteen here, author and developer of Yugure no Kagami ZERO and the VNgen visual novel engine it runs on.
It’s been some time since an update was last posted here on the official blog. (If you want to know why, check out the last post.) But as you may know, XGASOFT is both a consumer and developer company, and while consumer development has been put on hold for the time being, developer development is still, er, developing. Continue
YNK Zero Devblog 7: Switching Gears…
Hello, world! Lucas Chasteen here, author and developer of Yugure no Kagami ZERO and the VNgen visual novel engine it runs on.
Sometimes you have to say things you don’t want to say.
This is one of those times.
This will come as no surprise to Patreon supporters who’ve been in the loop for a while now. For everyone else, I’ll keep the details to a minimum, but I’ll also be realistic.
XGASOFT has been a labor of love for years now—even before it was known as XGASOFT. Continue
YNK ZERO Devblog 2: Halfway There, Two-Thirds to Go
Hello, world! Lucas Chasteen here, author and developer of Yugure no Kagami ZERO and the VNgen visual novel engine it runs on. In our first official devblog, we examined some of the technology and design decisions going into ZERO that will take it above and beyond what’s commonly expected of visual novels. Continue
YNK ZERO Devblog 1: Breaking Boundaries
Hello, world! Lucas Chasteen here, author and developer of Yugure no Kagami ZERO and the VNgen visual novel engine it runs on. From its very inception, VNgen was my way of re-thinking the visual novel experience from both a developer and user perspective, and while I’ve had the opportunity to talk at length about the developer side of things over the past two years, I’m incredibly excited to finally present my own work with the engine and share a bit of the journey along the way. Continue