Tag: python

Modding GearHead Caramel: Create Your Own Adventure, Part Two

In part one of the tutorial, we created an empty city scene and stuck an exit in it. In this part we will add a building, a shopkeeper, and a shop. You can download the expanded script file from Dropbox. Now, we could stick all of this new content into the same Plot we used …

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Winter Mocha Random Story Generator: Propp’s Ratchet

The GearHead Caramel mission generator uses basically the same random story generation process as the GearHead2 core story, but since you can play through Winter Mocha in about ten minutes it makes a much better demonstration model. This story generator uses what I call Propp’s Ratchet. Vladimir Propp was a Russian folklorist who broke folk …

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Enjoy some Winter Mocha!

Happy Tip’s Eve, everyone! I just uploaded the first release of GearHead Caramel, a short scenario called Winter Mocha. Try it out and let me know what you think.

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.

Party on Mecha Beach

A progress video for the new map renderer that I’ve been working on in Python. Layering and transparency work with the mecha traveling through the water. Also, the water now has a nice beach border around it. All of this took way too long to get right. As I’ve said before, if you’re thinking about …

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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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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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Dungeon Monkey Eternal now installable

I’ve made two quick changes to Dungeon Monkey Eternal. First, I’ve cleared most of the source files out of the root directory. Second, I’ve added a working setup.py packaging file. The good news is that it should now be much easier to pack the game for Linux distros, create an executable version for Windows, and …

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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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Expanding the Blueprints

Engine or Game? One of the eternal debates in amateur gamedev is the distinction between a game and an engine. After making RPGs for twenty years, I’ve come to the conclusion that I do have an engine, it’s just not very engine-y. If you take a look through every game I’ve ever made, you’ll find …

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