As I should have expected, as soon as I released GearHead Caramel v0.500 last week a whole lot of bugs that had been hiding for months suddenly made themselves known. So this week I present to you v0.510, a release with far fewer bugs but one extra crab mecha. You can download it from the …
Tag: caramel
Apr 13
GearHead Caramel is now Public
I’ve just made the first public non-demo release of GearHead Caramel. Character creation is working. Mecha engineering and design is working. There is a lengthy playable campaign with an endpoint. You can import your characters from GearHead1. Obviously there’s still a lot of work to do, but the next game in the GearHead series is …
Jun 12
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 …
May 14
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 …
May 07
Progress Report
GearHead Caramel is getting closer and closer to a first real release. The character generator is working, the shops are working, the skill training interface is working, and missions are working. I’m adding a bit more content so Wujung doesn’t seem so empty; it should be ready to go soon. (Of course, if you want …
Apr 15
Victory!
The fundraising campaign for GearHead Caramel was successful, and the image recoloring method has been translated to a C extension. The new version is literally 100x faster than the Python one. Changing portrait colors used to cause a noticeable delay, but now it’s instantaneous. Many thanks to A Bunch of Hacks for their good work! …
Feb 27
Power Level Surging
For the past week and a half I’ve been raising money to hire some C++ programmers for GearHead Caramel, and I’m happy to say that we’re almost there! I’d like to thank everyone who has contributed, ordered art, or bought stuff from my itch.io shop. Another $100 or so is needed before the programmers can …
Feb 19
The Adventure System
Today I updated GearHead Caramel’s adventure system. This is the bit that allows temporary content to be added to a campaign and then removed later- the same kind of stuff as GearHead 1 and GearHead 2’s random plots. GearHead Caramel inherited its plot system from Dungeon Monkey Eternal, and while DME has the ability to …
Feb 15
Fine Tuning the Portrait Generator
I’ve spent most of today fine tuning the portrait generator bits, moving the anchors around a pixel or two at a time, and I am now so burnt out on faces that I don’t even want to look in a mirror. While researching how other artists draw cartoonish or caricatured faces, I found something that …
Feb 12
New GearHead Caramel Character Creator
I’ve been working on a new character generator for GearHead Caramel. This one is completely widgetified, and can be accessed using the mouse or the keyboard. Take a look at the video to see everything it can do. I’m hoping to make the first release of DeadZone Drifter, the GHC endless play campaign, before the …
Recent Comments