GHC v0.130: Father’s Day Deployment

I’ve just uploaded a new release of GearHead Caramel. This release finishes off Winter Mocha, at least for now, so I can move on to creating the first real scenario.

Six months after the Typhon Incident, you are invited to a charity mecha tournament at the newly built Mauna Arena. ‚ÄčIt should only take ten to twenty minutes to play through Winter Mocha, but thanks to the random story and puzzle generation you’ll have a different experience each time. Characters can be imported from GearHead1.

Try it out and let me know what you think.

SAN-X9 BuruBuru now at itch.io

The BuruBuru paper model is now available at itch.io. The kit includes an info sheet (featuring this lovely 1980s style cover), the mecha parts, and a set of optional decals which you can use to customize your ride. You’ll need to print the parts on heavy cardstock (180g or thicker) and the decals on label paper.

The kit is also available at DriveThruRPG and Sellfy if you’d rather get it from either of those places. Or, you could find me at a comics convention in Korea and get one from me there. The Haiho model kit will follow shortly.

More Papercraft

Turns out that the papercraft BuruBuru was very popular at Comic World Seoul, so I’ve given it a friend for next time. I am currently getting pdfs for these two models put together, and will upload them to itch.io and DriveThruRPG. I think I’m all papercrafted out now, so I really really hope to release the next version of GearHead Caramel soon.

Having physical models of mecha I’ve designed is fantastic… almost like a drug… I must resist the urge to create more. But these guys need someone to fight and I bet the Chameleon would look great in paper. Also, I need a Zerosaiko. And a Kojedo. And an Ovaknight and a complete series of Savins.

Papercraft BuruBuru

If you’ve been following the development version of GearHead Caramel, you’ll see that I’ve been getting more work done on skills and the new electronic warfare/computers system. Hopefully I’ll make a new release soon… but not this week because I’ve been working on a papercraft model of the SAN-X9 Buru Buru. Last weekend at Comic World Busan I noticed that there wasn’t a scrap of mecha merchandise available, so I decided to change that.

This model still needs its shaka cannon and axe, but overall I’m pretty happy with it. This version is 1/200 scale, so about 8cm tall. I’m going to print out some for Comic World Seoul next weekend. If they’re popular, I want to do a fancy set with instructions, an information card, and maybe stick everything inside a file folder designed to look like a 1980s mecha model kit.

What other GearHead mecha would you like to see given the papercraft treatment? Any suggestions for other GearHead merchandise I could make for cons?

Stealth and Searching Work

As the title says, stealth and searching now work, both for the player and NPCs.

GearHead Caramel uses a Dungeon Monkey-style invocations system for all attacks and skill uses. One of the great things about this system is that skills contain their own usage instructions; instead of the NPC AI needing to know about every possible skill, it can just query the NPC’s skill list to ask each one how useful it would be right now. Based on the usefulness values returned, a skill is chosen and invoked.

Comics in Seoul and San Francisco

“The Sun Sets on Silicon Valley” by me

A whole lot of friends are currently in San Francisco for GDC; if you’re still going to be there on Saturday, there’s a release party for Sci-fi San Francisco at Mission: Comics & Art. I have a story in this anthology so obviously it’s worth picking up even without thinking about all the other great contributors.

Also on Saturday, March 24th, I’ll be at Comic World Seoul at table A-23. It’s being held at the Kintex convention hall in the northwest part of the city. Drop by and say hi if you’re in the area.

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

Working on Stealth

My current project is to get stealth working in GearHead Caramel. For now, it will use the same rules as in Dungeon Monkey Eternal- if your stealth action is successful, your character will be effectively invisible until revealed. Unfortunately there are still a whole lot of details to work out- for instance, if your entire lance goes stealth, this currently crashes the enemy AI.

The next two steps are implementing the Search action to reveal hidden units, and upgrading the enemy AI so it will use both Search and Stealth as appropriate.

GearHead Caramel v0.120: Getting Skillful

I’m happy to announce a new release of GearHead Caramel: Winter Mocha. The enemies are now smarter. The repair skills work. Module attacks have been added, so if you run out of ammo you can at least go down kicking. Configuration can be edited in-game, and there’s an option to disable the music (which was causing problems on certain computers). The Thorshammer has its flame cannon, and there are a number of new mecha.

There are precompiled binaries for Linux and Windows, while the source distribution should run on any computer that supports Python 2.7 and PyGame. See below for the full list of changes.

Continue reading

No New Release Yet, Have Some Cybertronic Spree

I’ve made some progress on GearHead Caramel this past week. The generic invocation targeting interface is complete, the attack interface is a subclass of the generic one, and everything seems to work both in and out of combat. But I’m not making a release tonight because I’m sick and hopped up on cold meds. Instead, enjoy some music from the Cybertronic Spree and be amazed at how well they play instruments while covered head to toe in PVC foam.

How to be Human is Back

I took a brief hiatus from updating my comics site while working on GearHead Caramel. Now that it’s out there, I’ve started posting a page every Wednesday again.

Also, I’m hoping to make yet another GearHead Caramel release later this week. Wish me luck.