I was planning to redo the old GearHead valentine that I made years ago and this comic just kinda spilled out. Here is the old one, for those who don’t remember.
Feb 14
I was planning to redo the old GearHead valentine that I made years ago and this comic just kinda spilled out. Here is the old one, for those who don’t remember.
Feb 11
Finally, a new release of GearHead Caramel! I’ve just uploaded version 0.960 to all the usual places- Steam, itch.io, and GitHub.
You would not believe how much work went into this release. I mean literally, you won’t believe it, because most of the changes should be mostly invisible. If you follow me on social media you’ll have heard me talking about the brand new quest system. Well, there’s a brand new quest system, and it seems to work well… but it’s not being used by any of the adventure modules yet because I need to write more content for it. Also, some longstanding bugs have been fixed, including a rare crash upon starting a campaign. Hopefully you won’t notice this change because hopefully you never had the game crash on you when starting a scenario, and now you never will. But it was a lot of work! And this bug goes all the way back to GearHead 1!
The next step for GearHead Caramel will be finishing up Raid on Pirate’s Point. I needed the new quest system for this, and I also needed to fix the map generation bug because one of the maps in that scenario crashed the game at a much higher rate than normal. After that, I want to add a few more short-ish scenarios. The new quest generator should make that easier since I won’t be reinventing the wheel with each one.
Here’s the complete list of changes. As usual, try it out and let me know what you think. And happy year of the dragon!
Jan 13
I have completed the refactored procedural quest system for GearHead Caramel. Some of you might remember that this is the big thing I’ve been working on for most of 2023. Poor health, especially the severe brain fog I had for six months, prevented me from getting much work done. But now I am in Canada on vacation visiting my family, so I’ve finally got it done. You get a lot of free time in Newfoundland in winter.
Here’s how it works. You start by describing the potential outcomes for the quest- an Outcome is defined by a verb, an object of the verb, and some Lore which describes the outcome in more specific detail. The verb is selected from a list of standard options. The subject is usually a character or a faction. So, an Outcome might be something like “Defeat Aegis” or “Overthrow Frank”. So far so vague. The Lore describes this outcome in more specific detail, like “Aegis is trying to steal a shipment of impervium” or “Frank is a massive jerkface and we all hate him”. In addition to text descriptions, Lore also has a category and tags so the program can understand how to process the lore.
Each Outcome is then used to generate one or more Conclusions. The Conclusion contains the gameplay elements of the Outcome- usually a boss fight, or some other climactic encounter. The Conclusions then add a number of Tasks- actions which must be completed to unlock the conclusion. The Tasks and Conclusions are atomic; they don’t communicate with each other, and are only connected by Lore. In general, a Task will inherit some Lore from the Task/Conclusion it leads to. It will lock one piece of Lore, and add a new piece of Lore. A Task or Conclusion is activated when all of its required Lore is known by the player.
Take that, Frank.
For instance, the conclusion to Overthrow Frank might generate a Conclusion in which you have to blow up Frank’s house. To do this you need to know both “Frank is a massive jerkface and we all hate him” (inherited from the Conclusion) and “Frank is at home eating crackers like he knows the place”. A Task is added which locks “Frank is at home eating crackers like he knows the place” but adds the new Lore “Nobody knows where Frank is right now”. So to complete the quest, first you have to figure out where Frank is, then you have to go blow up his house.
Note how the mechanics of the quest are separate from the narrative of the quest. This should allow greater versatility and re-use of components. When creating a new procedural narration technique, those are very important things.
After the Quest is built, any “hanging lore” which doesn’t get revealed by a quest Task is handed off to a Lore Handler plot which will allow the player to learn the lore from rumors/conversations.
A Quest can have multiple Outcomes. For example, the Overthrow Frank quest might have a separate Outcome where you can “Help Frank become king of everything”. A single Outcome can have multiple Conclusions, so instead of blowing up Frank’s house you might be able to overthrow him by fighting him in a one-on-one duel or by bribing his bodyguard to stuff him in an envelope and mail him to Norstead. The first Conclusion to be completed ends the Quest. Multiple paths through the Quest will be generated naturally, whether or not there are multiple Conclusions/Outcomes.
The system seems to be working as intended (after a whole lot of testing and debugging yesterday). I need to add more content, then I’ll make a release as soon as possible. In the meanwhile you can read the source code for the quest system here.
Sep 18
I’ve just uploaded GearHead Caramel v0.956. You can get it from all the usual places- Steam, itch.io, and GitHub.
This version corrects some bugs that were discovered last week. It also adds two new eyecatch cards by the amazing cartoonist Radou, and some sound + portrait improvements from Anton Risberg. Here’s the complete list of changes:
As usual, try it out and let me know what you think.
Sep 12
I’ve just released GearHead Caramel v0.954. You can get it from all the usual places- Steam, itch.io, and GitHub. This version makes dungeons slightly more dangerous- personal scale damage has been increased, and certain monsters are more likely to hit your characters. Some new equipment has been added to shops to help you deal with these new threats.
Another change is the addition of a config option to indicate your party members on the map. No more will you enter a building and wondering who’s on your team and who isn’t. If you don’t like it, you can turn off the indicators from the config menu.
Plus, there are a bunch of smaller changes. Multiple bugs have been fixed. Carrying capacity is now shown in the backpack display (for characters- you can load your mecha with gear until it can’t even move). There are some new portrait bits. Here’s the complete list of changes:
As usual, try it out and let me know what you think. Thanks to everyone who reported bugs and/or requested features.
Sep 05
I’ve just released GearHead Caramel v0.952. You can get it from all the usual places- Steam, itch.io, and GitHub.
The biggest change this time around is the help system- while using the combat/skills interface, pressing F1 will now bring up a helpful panel explaining what the invocation you’re looking at actually does. The same text appears in the mouseover tooltip so whether you use keyboard or mouse you will get more information than before.
The Wildcraft “Take Cover” ability has been changed to “Stalk Prey”. While in effect, your character gets a bonus to their cover modifier and enemy units you target get a penalty to theirs.
The Computers skill now has Hacking abilities. These abilities can be used whether or not the mecha you’re in has an EW system. Your Computers skill must be at least rank 3 before these skills will appear.
I’ve fixed a lot of bugs. Thank you to everyone who reported problems.
Aug 23
I’ve just uploaded version 0.950 of GearHead Caramel. You can get it from all the usual places- Steam, itch.io, and GitHub. This is the first release of 2023, and I have to tell you, being sick really really sucks. But giant robots? Giant robots are always good.
Lots of bugs have been fixed. In fact, as far as I know, every bug that has been reported to me has been repaired. Game balance has been adjusted and certain abilities from previous GearHead games have been added. The Scylla mecha from GH1 has been added. Enemy models now get indicated by a different info box style and targeting cursor. The accursed combat clock troll bug has been fixed.
As usual, try it out and let me know what you think. I hope to get back into making regular, smallish releases from now on. We’ll see how it goes.
Jul 02