Category: Uncategorized

GH1v1.310: Thin Walls for All!

I’ve just uploaded GearHead-1 v1.310. There are some bug fixes, some UI tweaks, and some new graphics. Also, I have updated the release-packing script so that it automatically sets the version number. How fancy is that? You can get v1.310 from itch.io or GitHub. If you enjoy the game and can afford it, a small …

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Happy New Year, and Happy New Year

Happy solar new year! Also, happy lunar new year! I’ve been out of it for a while. Starting from December I’ve had sinusitis followed by pneumonia, which is not good, but the doctors assure me it is not going to kill me. In addition, for Christmas I was given the Kill Team rules and have …

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No New Release Yet, Have Some Cybertronic Spree

I’ve made some progress on GearHead Caramel this past week. The generic invocation targeting interface is complete, the attack interface is a subclass of the generic one, and everything seems to work both in and out of combat. But I’m not making a release tonight because I’m sick and hopped up on cold meds. Instead, …

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How to be Human is Back

I took a brief hiatus from updating my comics site while working on GearHead Caramel. Now that it’s out there, I’ve started posting a page every Wednesday again. Also, I’m hoping to make yet another GearHead Caramel release later this week. Wish me luck.

Going to Kaigai Manga Festa Again

Tomorrow I’m heading to Tokyo for the Kaigai Manga Festa, where you’ll be able to find me at table F-2. After I get back to Korea next week I’m hopeful that I’ll be able to finish off the much-delayed next release of GearHead2, and after that I’m going to try to get a minimally playable …

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Origins of GearHead

I am currently visiting my parents in Canada and trying to sort through all the junk in my closet. I’ve found a bunch of notes which predate GearHead development, but which show many of the influences that went into it. This page from my 1993 university notebook describes a method for generating random sentences- basically, …

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Death Sword

Death Sword is a haunted 1980s-style adventure RPG. There is a malevolent presence trapped in the program; as the game world breaks down, you will learn more about this entity and the fate of the teenage programmer who created Death Sword. Developer Ranilda Baeddel is currently running a GoFundMe so she can finish this game …

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Random Maps from Dungeon Monkey Eternal

I’ve been ripping out the skeleton from Dungeon Monkey Eternal and genericizing it for GearHead Caramel. Python has made this process far easier than it would have been in (non-Object) Pascal. The random map generator presented a special challenge because of how much game-specific stuff it relies on, such as the terrain list and wandering …

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GearHead: Caramel Isometric Map Handler

A short video demonstrating the isometric map routines I’ve written for GearHead: Caramel. The big advantage of this new system is that it allows sub-tile movement of characters and animations; instead of jumping from one tile to the next, things can move smoothly across the map.

New Idea: The Story So Far

After yesterday’s post about GearHead-2, I started thinking about how the game reminds the player of the story so far. Instead of listing the history items as above, I wonder if it would be possible to generate a single paragraph describing the current state of the story? Something like: The space colonies of the Free …

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