Today I tried to figure out how attacks and other such effects are going to be modeled in GearHead: Caramel. If you’ve ever checked the GH1/GH2 source code, you’ll know that the old GearHead attack routine is a confusing mess of spaghetti that handles everything from beamswords to smoke bombs all in the same place. …
Tag: spaghetti
Jun 23
The Problems of GearHead2
So I’ve started playing GearHead2. In certain ways, GH2 is much more advanced than GH1. In other ways, it’s a giant mess. Most of GH2’s problems are the direct result of my not having clear goals. My first intention was for GH2 to encompass the entire GearHead universe, planet by planet. However, instead of deciding …
Jun 22
Fixing up plots
This week I’ve been updating some of the plots from the early days of GearHead development. Many of them have serious problems- they don’t scale difficulty to renown properly, lack email or memos, and deal poorly when the player character goes off-script. The easiest way to update missions, or at least the way that will …
Mar 05
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.