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  I'm a celebrity! 03:27 PM -- Tue July 14, 2015  

It has been a few minutes since my last journal entry. Perhaps time for another.

The other day, I was playing Wolfenstein (The New Order, fun) when suddenly my computer died. And I mean DIED. I've never seen this happen before. It just flicked off and went silent, nothing functioning at all, except my UPS which was screaming in agony. After a bunch of random flipping of switches and plugging of plugs, I discovered that my UPS was fine, which is bad news, because it means my power supply was dead.

For the first time in my life, I figured it was best to have a professional check this out - I knew I could buy a replacement power supply and I knew I could install it (I built my previous computer), but since I wasn't computery enough to be sure the power supply was the problem, I might've wasted a few hundred bucks and a couple days of computer usage waiting for it to arrive.

So I headed down to the local computer repair shop, and the guy there took my computer, and collected some information from me. When he got to my email address, which I always spell out because there's no point in trying to say it, he said, "H-A-M... Hamumu? Like the software company?" I was shocked. This was a new experience. Well, he quickly explained how he had heard of me - it turns out he went to school with someone else famous, someone you may have heard of who goes by the name of SpaceManiac! He said SpaceManiac had given him all my demos, but made sure not to give him the full versions, so thumbs up on that. Plus, he said he felt like he was meeting a celebrity, so that makes me one. And I was wearing my "Robot Got Kitty!" shirt too.

So okay, maybe I'm not actually a celebrity, but it sure felt funny to walk in somewhere and be 'recognized'. If not a measure of my immense popularity, at least it was a nice demonstration of epic coincidence. Yelp returned about 5 computer shops within a few miles of me, and I picked the one where SpaceManiac's buddy worked.

Dramatic epilogue: they fixed my computer in a few hours, and as a bonus it was a lot cheaper than if I had fixed, because it turns out I didn't need anywhere near as powerful of a power supply as I had. So I got a much weaker one, which clearly is still running all my stuff just fine (and quieter too), for about a third of the price. All in all, a successful adventure.
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  The Maelstrom 04:14 PM -- Tue February 10, 2015  

The past few years have been a whirlwind. I have really had no time to sit back and relax for at least 2 years. I mean, I've taken vacations (and maybe spent upwards of 8 hours in a row playing games at times...), and that kind of thing, but if you've ever been the person in charge of setting up a vacation yourself, you know that's far from relaxing, it's just more work! And every vacation I've been on, I spent time each day checking in on every aspect of my business, so I was never really free to just relax.

That's been half the reason why I never blog anything anymore - I'm just overwhelmed with things that need to get done. The other half is that I don't feel like I have anything much to say about what I'm doing. Well, and the third quarter on top of those halves is that I'm embarrassed to discuss some of the things, not to mention most of it has nothing to do with Hamumu. The Hamumu story is simple (another 1/17 of why there's not much to blog about): I make updates for Growtopia. It's all I do, day after day. And they're secret, so I can't tell people about them until they're out, and even then, we don't spoil things about the game, we leave them for players to find. So if you want to know what I've been doing work-wise, that's it: updating Growtopia for 2 years. I've created some amazing stuff including entirely new games inside the game, things that I'm proud of and didn't even think could've been done, but there's still not much I can say about it. Except one hint: another 'in-game game' is coming soon!

So, this maelstrom churns around faster and faster the closer you get to the center, and I think I'm right on the tipping point of being sucked down - hopefully to Atlantis and not into a giant squid. In the past month, craziness has built up to a speed I don't think most people ever see in their lives. We went shopping for houses this past weekend in Texas (not for the first time, this has been a year-long process), found one, and put in an offer. By the end of the weekend, our offer had been accepted and the closing date was set... for two weeks from now. So in the next two weeks, I will be cleaning out my house, packing up, most likely buying a new car, selling two cars, handling the specifics of selling our current house, making another update for Growtopia (gotta keep em coming every 2 weeks!), working with the guys doing the website redesign, and working with the guys working on NPC Quest 2. And a few other things. I'm a lazy, laid-back guy. This is all so much more than I have ever dealt with. This is more than I usually have to deal with in a year!

But the dream and the hope is that once this 2-week span is up, it's all smooth sailing. I'll be in my new house relaxing by the pool. Ahhhh. I don't think that's the reality, but it's certainly going to be a lot calmer than it is right now. So back to packing up our game room. I'm gonna be one of those Austin indies you always hear about!
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  Cooperative Board Games of 2014 02:04 PM -- Wed January 7, 2015  

So, in the year 2014, I played a lot of board games. And most of those were cooperative games! Cooperative games are truly a different experience from normal board games. As the name implies (or just plain says), in a cooperative game, the players work together to try to beat the game. You either all win or all lose. Mostly, you all lose. This creates a very different dynamic from a competitive game, which involves a lot of back and forth discussion. This is just us, and probably it would be better to play differently, but when my family and I play these games, it almost doesn't even matter which character you're playing. All that affects is who moves the pawn around the board physically. The actions that pawn is going to take are actually decided by committee through a thorough discussion. I think these games would be more fun if people kind of took their own actions a bit and kept the discussion more high-level strategy... they'd certainly be faster! But they are very fun this way as well. So let's dive in to all the cooperative board games I played in 2014:

Forbidden Island
This was the first cooperative game I played (started in 2013, actually). Maybe the first one I ever played. It also happens to be - spoiler alert - my favorite of the ones I played! Well, maybe. There's another contender to come. This is notably the easiest of the games I'll be listing, and that's its biggest selling point. You can fire it up and have some fun, rather than twisting your brain in knots trying to barely hang on to your life. The board is made of a set of tiles, which over the course of time end up getting flipped over to display that they are flooded, and if they get flipped again, they sink beneath the waves, never to be traversed again. So you have to balance your choice of actions on your turn between 'placing sandbags' (flipping tiles back upright), moving, picking up treasure if you have the right cards (collect all four and get them to the helicopter to win), and trading items with other players. Each player has unique abilities, and you will need to employ those to stay alive as the island gradually sinks around you.

Forbidden Desert
As the name suggests, this is closely related to Forbidden Island. In fact, it's almost the same game. What it is, is much much harder. This time, your board made of tiles is a sandy desert, and you flip the tiles over on purpose, in order to excavate what's underneath and find the things you need to win. Over time, sand is blown on top of the tiles (by placing cardboard pieces on the tiles), and once 2 sand pieces are on a tile, that tile is no longer usable until you remove the sand. So unlike Forbidden Island, no tile ever permanently goes away here, but when there are 5 or 6 sand on a tile, you pretty much consider it a lost cause, though there is a Dune Blaster item you can get to clear all the sand from a tile in one shot. So you balance your limited actions each turn between removing sand, flipping up tiles to find things, picking up artifacts (the goal is to get all four and bring them to the launch pad, just like Forbidden Island), moving, and trading items. What's so brutal about this game is the water. There's very limited water supply you gradually run out of and must replenish at two oases which can only be used once each. I've played this game more than any of the others, and it took us about 6 games before we ever won on the easiest difficulty. Once you get water management taken care of, you start dying by getting buried in sand (if you run out of sand tiles, the game is over), or if you're really good but not good enough to win, you die because the storm reaches epic proportions and instantly kills you. All the games I'm discussing offer difficulty options, where you add or remove cards or draw more cards each turn in order to ramp up the challenge, and I believe this is the only one of the games where I ever tried higher than the easiest difficulty, since we played it enough times. But we did not win at higher difficulty.

Pandemic
Just like the previous two games, this is the work of designer Matt Leacock. And it does bear similarities to those games, though this is the most different of the three. You can tell that as he made these games, he was working through his ideas on different cooperative gaming concepts, as each one plays on the ideas a little differently. In this case, you're team of scientists, trying to cure four different diseases which are ravaging the globe. Like before, you have to balance your limited actions per turn between moving from city to city, treating people (removing disease cubes from the board), working on an actual cure for the disease by spending cards, and building treatment centers which you can later use to get around the map more easily (for some reason they have teleporters built into them, I guess). This is a fun game, harder than Forbidden Island but easier than Forbidden Desert, and it really presents you with a lot of conundrums when you have to think about what disease cards you know are coming soon (because each time an epidemic card is drawn, the discard pile is shuffled and placed on TOP of the deck, so those same cities are going to get hit again right away), choose to prevent an outbreak by reducing the disease in a city, or let it go to actually work towards a cure. All three of these games also feature different characters you play as, each with a unique ability, and the combination of what abilities your team has in each game drastically changes how you play it. This game is the one I mentioned above that might also be my favorite of the list. Best of all, it has little plastic disease cubes, and everybody loves those.

Flashpoint
This is a game about rescuing people (and cats) from a burning building before it collapses. We've only played this game about 3 times. I would say it's on the easier side, though unlike the other games, instead of a series of difficulty levels, this one offers two completely different modes - the one we played is very simple, but the other one is pretty mind-boggling, with all kinds of complex fire-spreading rules and hazardous materials that can combust. Just like the previous games, this one has you taking a limited number of actions each turn, and having to balance that between moving, hacking holes in walls, extinguishing fires, and picking up people (sometimes to find they're just a ghost and you wasted a lot of time getting to them...). It has a fair amount of similarity to the concepts of the other games, but instead of a finite deck of dangers, this one just has you roll dice each turn to see where new fires spark up. That makes it very unpredictable. Sometimes things go great, other times half the building explodes as fires chain-react. It's not bad, but it just doesn't feel up to par with the previous 3 games.

Ghost Stories
Now we get to something really different! This is a Chinese-themed game where the players are a bunch of monks who are ghostbusting a village. You win by beating the evil Wu-Feng who lurks at the bottom of the deck of cards, you lose in several ways which amount to the village being overrun by ghosts. This plays nothing like the other games, although it does have a board made of tiles, which flip over as ghosts haunt them. This game is super confusing, in large part due to the terrible instructions which don't even take you through a turn in order. There are game elements that are thrown in as an aside halfway through, and others that aren't even mentioned, you just have to extrapolate them from the reference card. We only played one time, and it was a very slow process of checking the manual over and over again to gradually piece together what the actual rules are. By the end (when we lost, of course, but we did manage to reach Wu-Feng! Well, he was the card at the top of the deck when we lost...), we had it mostly figured out and it was pretty fun. I think it's actually a good game, it's just so confusing to learn, and I have trouble imagining how we're going to teach someone else to play with us (we played with 2 players only). A tip for other people who try two players: there are special rules for 2 players, and I suspect that it will work much better to just play a 4-player game with each player manning 2 monks. More ghosts get summoned that way, but you have a lot more power at hand to deal with them, plus the rules aren't as wonky. Still hard to decipher though!

So those are the cooperative games I played in 2014! Here's to lots of other games in 2015! And hoo boy, I've been playing some awesome PC games in the end of 2014... just quick: you should be playing Borderlands (any version, I just happened to get The Pre-Sequel finally, and the moon-jumping in that really adds a lot to it, though Borderlands 2 is surely a better all-around game), and Shadow of Mordor (it's Batman, only better! So amazing!).
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  Sad Growtopia 11:59 AM -- Sun September 21, 2014  

Well, as I write this, Growtopia is currently dead! We've had to take the server down due to a hardware issue. We don't know when it will be repaired, but hopefully within 24 hours. We regret this inconvenience a lot more than you do! You can keep an eye on Growtopiagame.com for updates on the issue.

So that's the news on that. I mainly am posting to push the previous post down - I am no longer hiring! I found somebody to do the website job, somebody to do NPC Quest 2, and somebody else for a secret project as well. That's probably more than I can manage at once, so this will all be interesting. But all of those projects are underway and I'll try to throw in some updates on rare occasions when there's something interesting to see.

In other news, I am sick.
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  Hamumu Games is hiring contractors! 04:53 PM -- Wed September 3, 2014  

Hello! I have two jobs I need people to do, starting as soon as possible. If you're a programmer or a web developer, I need you! If you're not, find your friends who are. For both jobs, I am interested in finding someone who can work full-time on them if possible. I'll consider people who can't put as many hours in, but I'd really like these things to get done quickly. I'm offering hourly pay at a rate we agree on, or we can consider other forms of compensation if you would like. Here are the jobs:



NPC Quest 2
My previous programmer had to leave this project, so I am looking for a programmer to code this game. Not much has been done, so you can really start from scratch if need be in the language/tools of your choice. This is a top-down isometric 2D action-RPG, designed for as many platforms as possible, in this order of preference: iOS, Android, Windows, Mac, Everything Else On Earth. So the more of those you can cover with one codebase, the better. It's not a very big game - it's what I would call a "3 month project" (which means it'll take about 9 months if we really rush). You can see a few more vague details in the previous Journal entry.

The existing code is in Haxe, and I have an earlier prototype in Actionscript, but like I said, there isn't much written, so I am open to any tool that can develop for those platforms. I'm the designer on the project (my dream job!), and I have an artist who is dying to get back to doing more art once we have some more code available.

For this job, I need to see evidence of your ability to create mobile games, preferably in the form of a finished and released game. If you don't have that, I'm willing to talk, but hopefully you've got something else very impressive to prove you can do it! I know that even long-time professionals fail to complete projects at least half the time, so proof of the ability to see something through to completion is my #1 priority.



Hamumu Website
I'm looking for a web developer to completely redo the Hamumu website, top to bottom. This is a huge job, and I'm looking for somebody who can handle all the aspects - not just a CSS makeover, but diving into the PHP and MySQL monstrosity that lies beneath, so what we end up with is a website that works cleanly on mobile devices and PCs, meets modern standards, runs smoothly and bug-free, includes nearly all the existing social features I've built like Dumb Pages and Trophies, looks mighty pretty, and includes tools for me to update easily like a CMS. I recognize that this is no small feat, but I'm very ready to get it done!

The site is currently hand-carved from antique PHP and MySQL running on an Apache server. But like the other project, I don't care if you want to switch this over to a completely different technology (as long as it runs in web browsers...), just so long as you can import the existing data to it. All I'm looking for is an awesome website that does more than just advertise my games - it's a (simplified) social site.



So, if either job sounds like something you can do, please email jamul@hamumu.com with your resume and whatever questions you have and we'll get to talking!

If it sounds nothing like what you can do, then email your friends who do this stuff, and tell them to email me, because I want to get this stuff done this year!
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  NPC Quest 2 it is! 09:35 AM -- Wed July 16, 2014  

Thanks a lot, Blue Dwarf, for ruining my game by correctly guessing what we are developing. We chose this game because it's something I really want to play on my phone when I'm traveling or just sitting in front of the TV. It seems a shame that mobile devices have had no NPC Questing for all this time. I've also had this idea for expanding NPC Quest almost since the original was made, just gnawing at my brain. So it's time.

All the information below is subject to change since the game is not even in a tech demo state yet.

Yes, the greatest game in Hamumu history is seeing a sequel! NPC Quest 2 is the story of a village full of standard RPG NPCs who are troubled by the sudden disappearance of Baldric The Max-Level, who should've conquered the final boss by now and saved the world. So, with heavy hearts they set out to do what no NPC should ever have to do - stop standing in one spot and adventure.

NPC Quest 2 is being developed for mobile devices primarily, but will almost certainly also have a PC (maybe Mac too? Linux?) release. It's a whole lot more game than NPC Quest was, but the idea is the same: you are playing as an NPC, so you can't actually control your character (NPC means "Non Player Character", you know). There's much more interaction than in the original game though, with a couple of special abilities you can fire off when needed, potions you can use, 4 "moods" you can switch your NPC between (like the "run away" button in NPC Quest, you can choose which priority your NPC has), and interactive objects in the environment you might want to tap on to help out. There's also a little tiny skill tree, all sorts of loot, a village to upgrade, a bunch of classic NPC character classes, a story of sorts, and a unique world exploration mechanic.

NPC Quest 2 - coming someday from Hamumu & friends.
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  A NEW GAME!! ... is barely started 01:45 PM -- Tue July 15, 2014  

I suppose I should blog once in a while. I've been not mentioning this new project for some time, though it's been underway for months, because we haven't really gotten anywhere! There have been a lot of big delays, the latest of which we're still in the middle of, so what we have isn't even a tech demo yet. But an exciting new project is underway, even though I am spending almost all of my own time working on Growtopia as always. I've hired a programmer and an artist to work on this one while all I have to do is sit back and make up ideas. It's my dream job!

Anywhooooo... were you wondering what amazing new game we are making? Why of course it's a Hamumu sequel. Ah heck, let's make a game out of this blog post! Post your thoughts on what this might be a sequel to. One guess per person, until I give out a hint. Don't get it right though, I want to be able to give out a few hints.
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  Would you believe new add-ons? 12:32 PM -- Wed April 2, 2014  

A Quick Adventure by Jordo, and Summer Silliness 8 - RP by Pewskeepski, are here for your gaming pleasure at long last!

Now to go finish filing my taxes, for my own gaming pleasure.
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  Back from GDC! 04:05 PM -- Sun March 23, 2014  

Hey, I'm blogging a bit. Just a little bit. I spent the last week at the Game Developer's Conference in San Francisco, and it was a massive whirlwind of crazy. Of course, everybody else was crazier than me - I'd be in bed at 10 while they were all out at super-loud horrible parties I was happy to avoid. It does keep me a bit isolated, but man, the full day of STUFF is enough. I am drained completely. Possibly ill, possibly not, that's still up in the air.

This post should include cool pictures like the first ever handshake of Seth and Hamumu, but I am too tired to do all the complicated uploading and whatnots.

I'm inspired though! Things to come for me: working on my Blender and Unity skills, competing in the next Ludum Dare (first time in years...), continuing to update Growtopia of course, and eventually getting down to work on my dream game I've been designing for 10 years or so. But before that I'm gonna see if I can crank out some mini-games (not #1GAM, 1 game a month, but one or two this year maybe?). I want to be creating stuff instead of spending all my time working for a living.

But right now I am resting.
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  Games of 2013: Rogue Legacy 09:38 PM -- Tue January 21, 2014  

Rogue Legacy

Oops, I was so busying playing Marvel Heroes, I forgot to tell you about the other games I played last year. Rogue Legacy is a Castlevania-like. It's a side-scrolling action platformer where you level up and kill stuff and try to find the bosses and slay them. The big twist this time around is reflected in the game's name: Rogue is trying to tell you that when you die, it's permanent (also that the game world is randomly generated), while Legacy is there to tell you that it's okay that you are dead - your children will carry on in your name!

The legacy feature is actually fairly dumb to me - theoretically, the 3 characters you get to choose from each time are the 3 children of the last character you played, but first of all, why does every person in this family always have exactly 3 children, and second of all, why are they completely random instead of related in some way to their parent? What's fun is that they have random traits, including things like Near-Sighted (the edges of the screen are blurred, only the center is clear) or Insane (occasionally you'll encounter enemies that you are imagining!), so it's fun stuff, and often a very interesting choice to be making, but I'm just not sure how "legacy" it is.

But there is one big thing that is very legacy about it, and it's the way you progress in the game: your family owns a giant castle, and you use the gold you manage to get out (not sure how your people who die in the middle of the dungeon get their cash out, but they seem to send it by Western Union in their death throes) to upgrade the castle, which upgrades all your guys in various ways, or unlocks new character classes or special abilities. It's pretty enjoyable to upgrade this, knowing that even though you begin each run from scratch, you're a little more powerful each time anyway. It's also fun to find blueprints for new gear and runes in the dungeon which you can apply to your descendants.

The progress is very well balanced here, where I can push forward a little bit more each time, and gradually upgrade. Eventually you beat a boss, and that boss remains dead for good, which is a pretty big let-down actually, since the bosses give huge piles of money when killed, and it'd be quite satisfying to re-slay them with your more powerful descendants.

But this game is very hard. You die a lot. It always feels pretty well-earned, and even if it doesn't, no big deal - you get to go again, and probably buy an upgrade first! It doesn't feel frustrating despite the challenge.

So I highly recommend Rogue Legacy. Just a great game for people like me who love Castlevania (Symphony of the Night, that is)! Which by the way this game is full of homages to - from the skeletons that toss bones in an arc to the really annoying wolves.
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