Category: Development

The Ugly Part of Refactoring

Today’s commit of GearHead-1 is at that ugly stage of refactoring where everything compiles but nothing works properly. The TSDL_Rect records which previously defined the positions of various bits are being replaced with DynamicRect objects that update their position based on the screen dimensions. My next step is to rearrange all of the needed zones …

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Full Screen Map Working

Two tasks complete- the game screen is resizable, and the map display takes up the entire screen. The next big challenge is to decide how I’m going to arrange the UI components. The Original Layout This is what we’re starting with. Much of the screen is filled with blank space. The map takes up a …

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GH1 World Map Encounters

Someone recently asked me about how world map encounters work in GH1. I wrote the following explanation, which hopefully makes sense of some of the spaghetti in ADV_FederatedTerritories.txt. Read on if you dare.

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Graphic Weirdness

I’ve started work on updating GearHead’s graphics. The first step is to clean up some of the weirdness inherent in the source, which honestly is a whole lot of weirdness. Today’s big accomplishment: the game window can be resized, and the dialog console reacts to the size. It’s the only part that does react but …

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Things Dungeon Monkey Eternal can learn from GearHead 1

Continuing from yesterday’s post, there are also a lot of things that DME could take from GH1. Goals require meaningful choices One of the great things about GearHead is that there are a lot of paths for the player to take, each with their own risks and rewards. Many of these paths require particular skill …

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Lessons GH1 can learn from Dungeon Monkey Eternal

Over the past few years I haven’t been able to do much programming, but I did cobble together a new entry in the Dungeon Monkey series, Dungeon Monkey Eternal. It’s a fun tactics RPG which is played in short coffeebreaklike adventures. This was my first major project in Python, and a big motivation behind its …

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Current GearHead1 Goals

Mikki, Watu, and Seok-hyun from "How to be Human"

As I’ve said before, my current goal for GearHead-1 is to polish up what’s there rather than to expand the game. Here are my top priorities for things that need improvement. The plots and other scripts should work consistently and without too many errors. I realize that it is probably literally impossible to eliminate all …

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New Walls and Template

Just in case there’s any interest, here is the new rusty steel wall spritesheet: And here is a blank wall template: The remaining walls that need to be done are Residential Wall, Stone Wall, Hospital Wall, Plain Wall, Gold Wall, Wooden Wall, Stainless Steel Wall, Earth Wall, Shop Wall, Fortress Wall, Industrial Wall, Neon Wall, …

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New Walls

Picture of the new rusty steel wall

I am going to try to add thinwall sprites for all of the wall types. The former thinwall sprites were so large that they completely hid the tile behind them, so I’ve reduced the height of the new ones a little bit. The color scheme of the new walls is inspired by the Sunrise real …

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Bad Plot Behavior in GearHead1

NPC saying "I think Cahewroi needs a mecha pilot to protect some trucks."

One thing that’s very clear about GearHead1 is that I was making everything up as I went along. Several features that would go on to become very important (such as email, memos, and factions) were not introduced until well into development, meaning that many of the plots and missions that were created earlier either lack …

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