Category Archive: Development

Apr 03

More GearHead2 Thoughts

Sorry for the silence- it’s been a busy couple of months. I’ve been playing through GearHead-2 again. Tonight, my character Hawk finally earned the respect of his criminal space trucker rival. One of the things that makes GearHead-2 very different from GearHead-1 is the scale. In GH1, you will travel between a small number of …

Continue reading »

Jan 24

Random Story Generation Part 2: GearHead-1’s Core Story

To briefly recap part one, one way to create a random story generator is to write a whole lot of story fragments, arrange a subset of the fragments into a list, and count on your player’s sense of closure to assemble the list into a coherent story. In this part I’m going to look at …

Continue reading »

Jan 16

Random Story Generation Part 1: Nothing More Practical Than A Good Theory

I’ve decided to document my experiments in random story generation, in the hope that these notes will be helpful to other developers and hobbyists. This first post will define some of the terms I’ll be using and introduce some of the theory. My first idea for a random story generator came during a literary criticism …

Continue reading »

Nov 18

Good Week for GearHead2 Development

I’ve managed to get a lot of stuff done with GearHead-2 this week. The resizeable interface seems to be working all over. The expanded gender and romance options from GearHead1 have been incorporated. Several bugs have been fixed. Work on a new title screen has begun. No promises, but maybe there will be a new …

Continue reading »

Nov 08

Procedural Texture Generation

Last week I mentioned that I’ve been playing around with procedural texture generation. The method I’ve been using takes an image sample, analyzes it, and then tries to reproduce its texture in several ways. For example, take this picture of grass from the public domain West’s Textures set. The source image shouldn’t have too many …

Continue reading »

Nov 03

GearHead2 New Shopping Interface

I’ve ported the new GH1 SDL shopping interface to GH2. A few things still need to be modified- the item images don’t show up yet because the GH1 code I copied and pasted doesn’t use them, and the descriptions for some item types don’t seem to be working right. Next stop: the character creation and …

Continue reading »

Sep 10

GearHead2: Resizing But Ugly

I’ve been working to make the GearHead2 screen resizeable. Currently, the program compiles okay but many of the screen zones are in the wrong place. The work of fixing things should be simple yet monotonous. I’m going to bring in as many of the GearHead1 info display improvements as I can. On that note, the …

Continue reading »

Jun 30

GearHead2 v0.630: Moving Right Along

I’ve just uploaded GearHead2 v0.630 to GitHub. This completes the move away from the old repository, and sets the baseline for future development. It’s not a very exciting release, but it does fix some longstanding bugs and add a couple of interface improvements. Check below the fold for the full list of changes.

Continue reading »

Jun 27

GH1v1.302: Dawn of Bear Bastard

I’ve just uploaded GearHead 1 v1.302 to GitHub. This release adds the first new content of my recent revisions in the form of two new lancemates. The Fan is a wannabe cavalier; they might not be very good at adventuring yet, but they have a lot of room for growth. Bear Bastard is the leader …

Continue reading »

Jun 23

The Problems of GearHead2

So I’ve started playing GearHead2. In certain ways, GH2 is much more advanced than GH1. In other ways, it’s a giant mess. Most of GH2’s problems are the direct result of my not having clear goals. My first intention was for GH2 to encompass the entire GearHead universe, planet by planet. However, instead of deciding …

Continue reading »

Older posts «