Tag Archive: caramel

Jul 17

Proposed GearHead: Caramel Skill System

I spent much of last weekend thinking about how the GearHead: Caramel skill system is going to work. This is likely to get a bit long-winded, so please bear with me. Stats These define the untrained abilities of your character. They will not change by much over the course of the game. Health, Stamina, and …

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Jul 15

Third Edition?

I’m trying out a new sprite recoloring method for GearHead Caramel. In the original version (left), colors are defined by a midtone which gets scaled up or down to a particular value. In the new version (right), the brightest and darkest colors are defined and the color gets scaled within that range. This means that …

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Jul 12

Buru Buru Loading

GearHead Caramel can now load a complete SAN-X9 BuruBuru mecha from a text file. I can’t necessarily say everything is functioning yet, but it’s all there. The GHC version is 52.5 tons and is worth $117,280, which fits between the GH1 values (45.0 tons, $106,287) and GH2 values (53.0 tons, $194,368). Here is the complete …

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Jul 07

Gear Loader Working

I’d like to report another milestone in the development of GearHead in Python: that item on the right is the first bona fide Gear to be loaded from disk and displayed onscreen. It’s a human scale class 5 armor plate. As in previous GearHead games, I’ve written a parser to load mecha and item designs …

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Jun 15

GearHead Caramel Engine Installed

I’ve made a new commit to GearHead Caramel; the low level UI stuff from Dungeon Monkey Eternal has been added as the engine module. The screen is dynamically resizable, just like in the current version of GearHead-1. The next step will be the scenes module. There still isn’t much to get excited about, but I …

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