Dec 11

All The Missiles

It’s a bit hard to see the shot animations on the video (especially since I only fired one missile), so here’s a gif of a BuruBuru launching (and hitting with!) all 20 of its missiles at once. In GearHead Caramel the missiles anim shows how many missiles were fired, letting you know at once just how toasted you are.

Dec 10

Another Caramel Update: Attack UI working

The attack interface is now working for GearHead Caramel. It doesn’t have a lot of bells and whistles yet- it’d be nice to have hotkeys, and if the interface would remember your preferred attack modes- but it seems to be fully functional. Also, notice that the different attacks use different shot animations.
With attacks and movement both working, I have just about everything I need for a playable demo. The next stop will be the NPCs fighting back.

Dec 06

GearHead Caramel Tactics Movement

Today I got the tactics movement system running for GearHead Caramel. I think it works pretty well. Next steps: get vision working properly, and after that attacks. With any luck there’ll be a playable demo before December 25th.

Dec 04

GearHead2 at itch.io

Frostgrave wizard and apprentice sorted.

I just wanted to let you know that GearHead2 has been uploaded to itch.io, as has GearHead 1. I’m hoping to get a few tips so that I can pick up AssetForge, which looks like it would make a lot of the stuff I’m currently doing much easier. I promise that any donations to GearHead will be funneled back into the project and not blown frivolously on a big order from Hasslefree Miniatures. I also have print comics and ebooks for sale if that’s the sort of thing you’re into.

In other news, today I got the widget system working for GearHead: Caramel. So far there are buttons and radio buttons, and that’s about it. Fortunately that’s about all I expect to need. I want to make sure the entire game can be played with a mouse so it’ll be easier if I want to port it to Android.

Dec 03

Emergency Bugfix: GearHead2 v0.701

Turns out there were some problems with GearHead2 version 0.700, uploaded yesterday. It crashes on Windows, contains a spelling error, and I even forgot to update the version number on the title screen again. A new release that fixes all of these problems has been uploaded to GitHub. Sorry for the inconvenience.

Dec 02

GearHead2 v0.700: All Caught Up

I’ve just uploaded a new version of GearHead2 that catches development up to the current state of GearHead1 and fixes a number of bugs that have been hanging around since the switch back to SDL. You can download the source code and binaries for Windows or Linux from this link.

Nov 21

Going to Kaigai Manga Festa Again

Cover of “Sci-Fi San Francisco” by Chuck Whelon

Tomorrow I’m heading to Tokyo for the Kaigai Manga Festa, where you’ll be able to find me at table F-2. After I get back to Korea next week I’m hopeful that I’ll be able to finish off the much-delayed next release of GearHead2, and after that I’m going to try to get a minimally playable mecha combat scenario done for GearHead Caramel in time for Christmas.

In other comics news, I have a story in the upcoming Sci-Fi San Francisco anthology which is now on Kickstarter. There are a lot of very talented people involved so check it out if that’s the kind of thing you’re into.

Sep 23

GearHead Caramel Effect System

This week, I got the modular effect system working in GearHead: Caramel. This is pretty much the same effect system as used by Dungeon Monkey Eternal, but generalized and expanded to handle the GearHead rule system. The two effects needed for a basic attack (AttackRoll and DoDamage) work, and there is a new option to target more than one tile with a single action (which will be useful for burst fire weapons and missiles).

Weapons will generate their list of effects dynamically. It will be possible for a weapon to have more than one effect- for instance, a railgun can be fired in either single shot or burst fire modes.

This also opens the door to non-physical attack effects such as electronic warfare.

Sep 06

GearHead Caramel Damage Update

Work continues on the GearHead Caramel damage handler. Today I added damage animations; the more damage done, the bigger the explosion. There’s a special extra big explosion for the shot that destroys a target (pictured in the animation). I think everything is more or less ready to get the effect system working.

Aug 16

Troubles with Iconic Life

The Troubles with Iconic Life was an adventure game I started working on during university. The player character is an icon living inside a computer world- sort of like a low-fi Tron. Your mission was to solve some sort of crisis by traveling through this world and playing a bunch of buggy minigames. In each case, the secret to winning each game is to exploit its glitches.

The only minigame I remember clearly was a text adventure called Irrevocable Loss. You start in a gothic mansion and travel through various depressing locales, every step reminding you of the horrible thing that happened but which is never clearly explained to the player. Through solving puzzles, it was possible for the player to reach both heaven and hell, neither one of which provide release. To win the minigame you must enter the command “get over it”, at which point the protagonist stops moping and orders a pizza.

 

The puzzle above, as I remember it, involved a monster that could kill the PC in three hits, a single life restoration heart, and a switch that toggled the room memory. If memory is “on”, changes to a room are recorded when you move to a different room. If memory is “off”, the changes are lost and so the next time you enter the room it will be exactly the same as it was originally. To defeat the monster you would have to hit it, turn the memory “on”, retreat to the room with the heart, turn the memory off, restore hp, then return to the room with the monster and repeat the process until the monster was dead.

The iconic computer world featured a lot of memory switch and sokoban puzzles, which I apparently liked at the time.

The one bit I remember from the PC’s house in the computer world was the bed- attempting to use it would produce a number of messages telling the player that it isn’t functional, that it’s only there as a decoration.

Some of the content planned for the game. I barely remember most of this stuff; I think “The Forest of AntiHappy Endings” was a previous title for “Irrevocable Loss”, but I’m not sure. The “Ring of Wishes (Shareware)” was a nice idea, though these days it’d have to be a “Ring of Wishes (DLC)”.