Category: Development

Dungeon Monkey Campaign Idea

As I’ve mentioned before, Dungeon Monkey Eternal was created to help me learn Python and to try out some new systems that I hope to include in a new GearHead game. Unfortunately, because DME creates short static adventures rather than a large dynamic world, it isn’t really a good test for some of those systems. …

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New Rock Walls

I just added some new rock walls. I think they came out pretty nice.

Young Joe is lucky I don’t have a time machine

Going through the mission scripts, I found something so weird and bad that I can’t believe it hasn’t been noticed before. Apparently at some point in time I decided that faction missions shouldn’t scale by the PC’s renown; instead, each faction has an independent difficulty counter that increases each time the faction loads a new …

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Standardizing Missions

One problem in GH1 is that there is no rhyme or reason to the mission rewards. The cash prizes and other bonuses don’t strongly correlate with the risks and requirements of the job. As I’ve said before, I was just making things up as I went along. Here’s what I think should be the new …

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GearHead 1 v1.300

"Words of the Spacegod", printed in DoubleThink Spring 2015

I’ve just uploaded a new release of GH1 to GitHub. This one overhauls the SDL interface, updates the gender and romance options, allows skill training to be purchased for lancemates, and fixes a whole lot of bugs. Precompiled binaries for Linux and Windows are available; unfortunately, I don’t currently have access to a Mac. Detailed …

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New Release Soon

I’m getting ready to make a new release of GearHead-1. The graphics changes seem to be working, but there are a couple of issues I’m hoping to iron out this weekend. Also, I’m pretty sure that there are going to be some problems that just slipped through my fingers, since you can’t really switch up …

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Water and Stats

I did some work on the new interface today. The PC info box to the left of the message console now displays character stats, mecha movemode, and status conditions. Also, I’ve been playing around with seamless animated water tiles. I’m still not entirely happy with this version but it’s less bad than the first few …

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Shuttle Service Interface Done

The shuttle service has been updated to the new SDL UI system. As far as I know, this means that everything has been updated, though not everything looks good yet and I’ll probably have to move some things around. This interface includes a picture of the destination town. For now, it’s just a screenshot of …

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Skill School Updated

The skill trainer interface has been reworked, and it is now possible to purchase skill training for your lancemates by pressing right or left to cycle through them. The best part: this also works in ASCII mode.

New Shop Interface

The shop interface has been laid out. Now all I have to do is connect it with all the sub-menus in the shopping unit.