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  All For One! 01:23 PM -- Sun September 18, 2011  

Warning: the following is a long thing, kind of about WoW, but about game design things in general.

So I was playing WoW the other day, taking my "main", Cheezypoof the level 85 Hunter, (I don't really have a main, but I do have one character I do achievements on) into old dungeons for rep and achievements. In the process, he collected an insane amount of magic items and cloth that were far too low to be of use to him.

So I mailed them to Gobbluth, my level 60ish Warlock who does both Tailoring and Enchanting. He was able to gain tons of tailoring skill with the cloth, and he disenchanted the items into oceans of enchanting dusts. But to upgrade his enchanting further, he needed a new enchanting rod.

So I logged onto Barokorcbama, my level 50ish Warrior, who is a Blacksmith (that's who makes the raw rods that enchanters then enchant). He wasn't high enough level in smithing to make that kind of rod yet, so I ended up playing him for several hours (not in a row! All this took place over about a week), mining everything he could find and making armor out of it. Which incidentally Gobbluth disenchanted as well. When his skill was finally high enough, there was still one problem: the metal the rod was made of (Fel Iron) isn't available until you go to Outland, which you can't do until you're level 58.

SO I logged onto Churchlady, my level 60ish Paladin who is just starting in Outland and does Jewelcrafting. She mined up some Fel Iron and sent it to Barok, who made the rod and sent it to Gobbluth, who enchanted it and became a better enchanter. And all that action, over four different characters, occurred because I felt like running some old dungeons with my Hunter.

Where does this story go? What is our moral? The moral is that I had a blast playing WoW! I spent a week playing several hours a day, just hammering away at these different things on different characters all because each one fed something into the other. It's really the most enthralled I've been with this 6-year-old game in years. And this is the crux of the matter. For me, it's extremely fun to have a team of different characters - not that I operate together, but that I get to use individually - which can share money and items and help each other out in some overarching goal. But I can't for the life of me think of a single game which focuses on that sort of gameplay or encourages it at all. In Diablo 3, they're finally adding a shared stash to the base game (for years, I played Diablo 2 with a shared stash mod), and that's definitely part of it, but the professions in WoW really add more. You can level up a blacksmith and have him make weapons and armor for your other characters, and so on. Each character has something to offer the others. Titan Quest also included the shared stash, but had no professions. The only real benefit was if you found a nice item for one of your other guys you could send it. No small advantage, but not enough.

I suppose this is part of the thrill other people get from being in a guild, except there it's other humans that are providing you with this assistance. I like playing solo, yet I like running this team of guys (again, not simultaneously like an RTS - individuals, who can assist each other economically). Over the years, I've had this design written down in several ways, planned to one day make a game of it. One of my favorites is a roguelike, where the town above the random dungeon is built and staffed by your characters - you level up a warrior who also happens to run the potion shop, you find [Plank Of Wood] in the dungeon that you can use to upgrade your Windmill, etc. And the more you adventure with all your different characters, the more powerful your town becomes, providing services like crafting items, but also just plain buffs like "Because you have a Mana Tower, all your magical characters regain mana 5% faster". This kind of thing just juices up my brain!!

Questions for the reader:

1. Am I the only one who likes this? Do people just like playing a single character and focusing, or prefer to work with other puny humans?

2. Do you know of any games that really focus on this kind of thing? It's possible to do in pretty much any MMO, but they're not designed for it.

3. Would you get mad playing a game that forced you to play as many different classes, rather than picking one that you really liked and sticking with it to the end?

My name is Mike Hommel, and I'm an altoholic.

TL:DR - See all those words up above? If you don't want to read them, then don't! Nobody's forcing you.
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  For Robot Wants Kitty Fans... 11:41 AM -- Tue September 13, 2011  

(P.S. 'Bot Hungers Endlessly)


Wanna make and/or play Robot Wants Kitty levels, on your PC? It's available!



There is planned to one day be a legitimate PC version of this (that doesn't run in a tiny window), but for now, this is sort of the iPhone version, stuck on your PC. Think of it like a demo for the iPhone game, because it locks out some things. But what it doesn't lock out is your freedom to play, rate, and build all the levels you want! You will have to create a Kitty Connect account, but you can do that from inside the game.

For tips on how to edit, visit The Kitty Connect Tutorial. To know how to play, here's the secret:

Arrows - Move
Z - Jump (Up works too)
X - Shoot
C - Rocket Dash
V - Vertical Rocket

Of course, you'll need power ups if you want to press any of those keys. And hey, this is an extra special preview, because Kitty Connect isn't available on iPhone yet! It's coming very soon, but you get it first. Enjoy!

To ask questions or make comments or whatever you want to say about this game, visit the forum thread!
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  Nightmarish Assistance 07:40 PM -- Fri September 9, 2011  


Hey there! Pee Wee is still trapped in a never-ending nightmare, and now you can help. I'm looking for a few good testers, but this time, not just testers. The way this game works is that it will have dozens of very small levels, and so I'm hoping for testers who'd want to build some of those levels, as well as rate the existing levels and new ones on difficulty (the game randomly picks from all the levels each run-through, so I need to know which are easy and hard, to put the easy ones at the beginning). I can build enough levels myself if I have to (it takes about 10 minutes to make one!), but the judging of difficulty is pretty important and needs input from multiple people. Who wants to assist in such a fancy-pants endeavor? Email me! I'll pick testerbuilderhelperjudges on Mondayish.
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  Build Humorous Eponyms 03:00 PM -- Wed September 7, 2011  

Halloween Horror is on its way, and it's always a Brilliant Handcrafted Experience, so get to suggesting names! Even if you don't build levels or even play Dr. Lunatic, you can still come up with names. And win Yerfbucks accordingly.

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  Mega Merchandise Mart 07:16 PM -- Fri September 2, 2011  

Visit the Hamumu Merchandise Shop! Recently (like a year or two ago...), Cafepress finally fixed their system so you weren't limited to just one shirt of each type in a free shop. So today, I finally got around to taking advantage of this, and voila! Not only will T-Shirts Of The Month continue to be available for good after they first appear, but you aren't limited to t-shirts! You can get a mug, an iPhone case, a hat, pajamas, mousepad, clock, pillow, apron, stocking, gym bag... well, you get the idea. A lot of things.

The same goes for every previous t-shirt logo we've done, so now's your chance to get Yerfdog plastered on everything you own! Now, if you spot an item you want, but the image isn't positioned well or the wrong size, let me know and I'll change it for you! I auto-added all the thousands of products, and I couldn't manually go in and tweak every one. But if there's one you want, I'll do it.

P.S. That means the newest T-shirt of the month is here!
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  Gameplay! 07:32 PM -- Mon August 29, 2011  


It's a lot like a 48-hour contest, only a little slower... I've got the editor loading, saving, and painting on several layers and whatnot. And now at last, Pee Wee is jumping around in a real live level! I also tried something new which works like a charm: there's a duplicate of the solid tile layer, rendered as shadows. Looks nice that way, sort of 3D in a very unrealistic way. I'm full of ideas for this one, the trick is figuring out what I actually want to include.
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  Pee Wee's Nightmare 06:24 PM -- Sun August 28, 2011  


Whoa, nightmarish! I don't know if that sky needs to be toned down or not, we'll have to see once the background tiles are in the way. The sky should only be visible through assorted windows and things. But anyway, this is all a nightmare, so nightmarish is nice.

This is the level editor, of course... which is very minimal right now, because I had to start this game from almost-scratch! I've updated to Flixel v2.5 which is a major change from the previous version, so all my old stuff is unusable without major changes. It was easier to start over, and hopefully will let me create some beautiful clean code. Maybe.
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  Beta Test Are Is For Go! 01:25 PM -- Wed August 24, 2011  

If you signed up to test and I got your email, you are in! Visit the forum to experience the wonder. If you didn't sign up, you are OUT! Visit McDonald's to buy a cheeseburger.

In other news, I have no particular other news at the moment, just testing this up and it should be done pretty soon. Oh, and I got to the final boss (well, the final proper boss, there's still one more, I heard) in Dead Rising 2, and I am suffering from the classic video game problem of "this game was perfectly playable up until the final boss!!!" Not entirely true though, there was another boss earlier that was also a massive ramp-up in difficulty and pain. I got through that, maybe I'll get through this too. I really hate when part of the 'difficulty' of something is that they can knock you off a ledge and you have to fight your way back to them for five minutes. I'm also playing Bayonetta. Also super hard. I think I'm playing that one wrong. I took too much time off between playing the early tutorially levels and then coming back to it, so I don't know the things I'm supposed to do.
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  Dive Right In! 10:57 AM -- Mon August 22, 2011  

Who wants to beta test Pedro And The Pearls Of Peril? It's really reaching that point! I think it needs a lot of tweaking for balance more than anything else, and it's about time somebody other than me played it so we had an idea what that balance was.

This one is pretty much just a pure shooter, move with arrows/WASD, shoot with mouse. Level up your weapons in whichever way you want, blast everything around you, and find the soggy mail. I'm not really super concerned with balance... the real fun is just in mowing everyone down with totally overpowered weaponry.

So, to sign up, you should know the drill by now: send me an email saying you want to test! No restrictions except having been kicked out of a previous test. And you have to be a member of the forums, since the test is on the forums. I'll start up testing on Wednesdayish.
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  Escape From Health! 01:52 PM -- Sat August 20, 2011  

Well, big surprise in LD this weekend! I guess I am taking time off from my main projects, but not to make an LD game. As I was getting ready to go to bed, I suddenly realized I was feeling horrible. I am sick! Hopefully no big whoop that will feel better all day, but for now, forget work, I'm gonna sit around and feel crappy. Here's my total accomplishments:

Some tiles!
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