Category: News

Dec 13

GearHead Caramel Exploration and Combat Working

Both exploration and combat are now working in GearHead Caramel… if you can forgive the fact that the enemy pilots fight like they’re drunk. Right now they just pick a random weapon, try to attack a random target, and if that doesn’t work out they walk randomly. I am hoping to release a playable demo …

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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 …

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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 …

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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

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 …

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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.

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 …

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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 …

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