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 …
Tag: development
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 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 …