Category: Development

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 …

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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.

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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 …

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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 …

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Fixing up plots

This week I’ve been updating some of the plots from the early days of GearHead development. Many of them have serious problems- they don’t scale difficulty to renown properly, lack email or memos, and deal poorly when the player character goes off-script. The easiest way to update missions, or at least the way that will …

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Bear Bastard and other good things

I’ve been waiting a long time for this arse to make his appearance. The latest GitHub commit fixes a number of bugs and adds two new lancemates. I hope to make a proper release before I head to San Francisco next week, but not tonight because this stuff has just barely been tested.

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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Building a New Foundation

I’ve just submitted my final thesis packet, and have a few weeks to breathe before heading to San Francisco in July for the last part of my MFA program. So, obviously, I’ve been thinking about the new GearHead game. Most of the parts are going to be taken from Dungeon Monkey Eternal, plus some improvements …

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Plain Walls and GH2 Thoughts

There’s a wall type in GearHead that is described simply as “Wall”, and now it has a fancy new sprite. Well, maybe not fancy, but what do you expect for the most generic wall in the game? I’ve been thinking about the improvements to GH1 that I need to port to GH2. I think my …

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