Category: Development

GHC v0.542: The Mecha Graveyard

GearHead Caramel v0.542 has just been released. The big addition this time is dungeons: Wujung Undercity returns from GH1, and there’s a new adventure called the Mecha Graveyard. You can see the complete list of changes and download the binaries (or source) at GitHub.

GHC v0.540: Towns Get Stuff

I have just uploaded GearHead Caramel v0.540. Lots of new content this time around; every town gets its own randomized threat scenario, for instance. The Vadel and the Daum have been added from previous GearHead games. Give it a try and let me know what you think. The next big thing is going to be …

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GHC v0.520: Mechanical Tarot and Mechanical You

I’ve just uploaded a new release of GearHead Caramel, v0.520. Probably the most exciting change this time around is the addition of cybernetics; there are also improvements to the Mechanical Tarot scenario generator and cosmetic enhancements to Wujung. And you get to punch nazis. You can see the full list of pages at the GitHub …

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Mechanical Tarot Upgrade

I have just done an upgrade of the Mechanical Tarot scenario generator, and I think it’s ready for prime time. The concept behind the Mechanical Tarot is that various NPCs, factions, locations, and props get “Cards” attached to them. These cards define the role of whatever they’re attached to, and also define how this thing …

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Improving GearHead Caramel’s Combat Interface

GearHead Caramel has been out for a week and a half, gotten its first update, and so far I’ve been hearing a lot of good things about it. I’d like to thank everyone who has supported GearHead development whether through code contributions and bug reports, itch.io and Patreon, or just sending me encouraging messages. One …

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Caramel Dialogue: Real Procedural Personalities

In previous GearHead games, dialogue trees had to be constructed manually. Each NPC could have an assigned dialogue tree, and random plots could override this with their own dialogue tree. This worked well but was labor intensive and somewhat inflexible. GearHead Caramel does things a bit differently. When a conversation starts, a list of all …

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The Mechanical Tarot

The last big part of GearHead Caramel that I need to work out before making a release is the mechanical tarot system. It’s sort of but not exactly a random story generator, since the idea is for it to create an interactive situation rather than a sequence of events. Sort of like the difference between …

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GearHead Caramel Progress

Work has been continuing on GearHead Caramel. The next scenario, DeadZone Drifter, is quickly approaching playability. There’s a random building generator and the random NPC generator has been significantly improved. The Mechanical Tarot scenario generator is working. Things are starting to look pretty good. In DeadZone Drifter the player character travels to various towns in …

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GearHead Caramel Cosplay

The color editor for GearHead Caramel is up and running; it still needs a bit of polish, but it shows off how much nicer the new color switcher is than the GH1/GH2 version. Just look at how glowey everything is!

Random Portrait Generator

I’ve been working on a paper doll type portrait construction system for GearHead Caramel. This is the first randomly generated portrait created by the system; the player will also be able to use the portrait generator to customize their character. Once I have randomized NPCs up and running I’ll be able to start work on …

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