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  Sneak Peek: Happyponygate 05:51 PM -- Thu April 10, 2008  

Still doing artwork, having done up a couple of bullet graphics today. That may not sound like much, but after I did a couple bullets that require actual 3D models (one of which required a complete set of animations, hmm what could it be!?), I set to work on one that is based entirely in code instead. I always like to be all secretive, but it's so fun and exciting that I must share!

You see, originally, one of the weapons was the Licorice Laser. It's a homing red laser beam (yes, in video games, laser beams can home in - try Forgotten Worlds sometime). That's not really that exciting, just a constant stream of damage to one target without you doing any aiming. But last night, I had an epiphany of obviousness. Probably it helped that I had just played Ratchet 3 and got to flail around with a Plasma Whip, but I got to thinking for whatever reason, and the result is:


The Licorice Whip!

How did I not think of that name originally!? Now, it's still technically a laser as you can see (and you can also see that it is coming out of the H.R. Puffencrush at the moment), but it functions... well, not like a whip at all, but like something weird. It's very fun to use. It heads toward your cursor, so you can whip it all around the screen, and as shown in the picture, it doesn't just follow it in a straight line, it swoops all around like a rope. It looks infinitely better in motion, but for now you have to settle for pictures. It also looks a lot less angular in motion, quite sinuous in fact (unless you move really fast). It's quite jiggly too, more like a jello whip than a licorice whip, but that's exactly how I wanted it. I spent an hour tuning the numbers until it was just jiggly enough.

In the left shot, I've been swirling the cursor in circles, so the whip is making rings that pulse down the line, much like spinning a rope in real life. And speaking of ropes, the whip is not just some abstract beam, it's a physical part of the world, hence the right-hand shot - I have roped a tree! It's actually pretty hard to wrap it around things, and it can slip through, but it achieves its desired purpose: you can't hit guys through walls with it.

So in the end, it's pretty much the same effect as the original idea - you can hold it on a badguy to constantly do damage, but it's way more fun this way, and you can really cover a lot of the screen with it if you flail it around wildly. It's mesmerizing. You know you've got a good weapon when it's fun just to swing it around without any badguys. And I suspect quite a few players will do exactly that when they first get this weapon, so I am very happy with it.

This whole thing turned out amazingly well on almost the first try. That's the kind of thing that makes me enjoy making games. So much nicer than the things that never come out right at all...
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  Sneak Peek: Happyponygate 06:22 PM -- Wed April 9, 2008  



Well, I did artwork today, and that's the first thing I did. I don't know that it's the most productive thing to work on, but it was a lot of fun. I used a CD case I have for reference. The viewer can try to figure out exactly what case that is. The actual title screen will have those "runes" orbiting the pony head, not just sitting there. It'd be fun if the menu options did that too, but they'll probably just pop in from the side or something.

In terms of useful artwork, I didn't actually get a lot done. It turns out that creating fancy high-tech weapons takes a while. I wasn't working slowly or anything, it's just a lot to do. So I got 3 of the weapons modeled, and the 'ammunition' for one of them (because that weapon has its ammunition sticking halfway out of the barrel, so I needed to do that to make sure it matched). It's the most interesting and detailed ammunition in the game, it took longer to make than any of the guns I made. That should make you curious!

I've been having fun with making the weapons physically different. The 3 I made today, one is held like a normal gun (though a second hand is definitely needed to steady it, as it's enormous), one is upside-down like the Heavy Weapons Guy gun in Team Fortress (the handle is on top, as is a second handle for your other hand), and the third is shoulder-mounted. Of course, I think that covers all of the possible ways to hold a gun, so unless I decide one of them will be strapped to your head, they'll all be rehashes from here on out. Maybe I should do one that mounts across your waist like a steadicam. Or a backpack with two barrels coming out over your shoulders. We'll just have to see, because I've only done concept art on one of the other weapons.

I'm definitely trying to make them all enormous and look ridiculous. It's a little tricky because you run into trouble trying to get Bouapha to hold them. His first hand going on the trigger is fine, but when the gun is really big, getting his other arm somewhere to support tends to involve stretching that arm in a bad way. That's why the Puffencrush that's in the game now isn't nearly as big as I would like. I had to shrink it down so he could reach the second grip.
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  Smashy Smashy 07:14 PM -- Tue April 8, 2008  

Today, I will admit to being unproductive, so in an effort to find some way to be productive, I came up with an interesting twist. I went out to the living room, dug through my PS2 games, and found every one that works as motivation/inspiration/research/rip-off material for Happyponygate, and I fired them up and played a bit. Here's what I played:
  • Simpsons: Hit & Run - I was looking at how driving went, but the general notion of driving around and then hopping out to do missions was appropriate. I think it helped me a little thinking about the driving, even though they obviously have a fully implemented physics simulation for their driving (and let me tell you, there is not a lot of stuff on the web - or at least not easy to find - about coding car physics). I'm definitely going to take a simpler road on that, but little concepts like "you turn faster while braking" are certainly the kind of general rule you can take from a complex physics simulation and turn into a very simple arcade rule.

  • Ratchet & Clank 2 - In this game, it turns out, your weapons only level up once! Well, I remember buying golden weapons or something later on back when I played it, but leveling them up doesn't go through a bunch of ranks. It just goes up to full, and it's done. Which is crazy, because I played for about 15 minutes and managed to level up 2 of the 3 weapons I had!

  • Ratchet & Clank 3 - This game, on the other hand, has (I think) 99 levels per weapon. Or maybe you only get up to V9 in the normal game, then go up to 99 in the second run-through. Ratchet games do a great job of making a second play worthwhile, let me tell you. Anyway, it is much more appropriate with its leveling. But the real thing I got out of both Ratchet games I played was something I hadn't even thought about, but is so obvious in retrospect! You can smash objects all over the place in these games, and it's just fun! So here's a whole new angle to Happyponygate, officially. Almost every item around is going to be destroyable, and destroying them will make Loonies (that's money, not Dr. Lunatic) go flying everywhere to pick up. It's two great tastes that taste great together - wholesale destruction, and collecting shiny objects.
I had Midway Arcade Treasures handy too, for checking out Super Sprint, but I didn't actually try it yet. Seems an appropriate choice - top down 2D driving!

So right now what I am doing is formulating a depressingly large art asset list, so I know what I need to create for this game. It's nothing like Sleepless Hollow, unfortunately. Everything in this game is new (well, maybe I can borrow LL2's teddy bears...), and an entire game's worth of art from scratch is an insane amount of work. One of the things of course is to come up with lots of random objects that can be scattered around town to smash - I've already got trash cans, dumpsters, mailboxes (official ones - haven't made normal house ones yet), streetlights and phone booths. I'll need other things... newspaper racks, benches, bus stops, bushes, fire hydrants. I don't know what else, but lots of assorted town things you can smash for spare change.
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  Vacation Shutdown 08:10 PM -- Sun April 6, 2008  

Well, it's been a 2-week vacation, somewhat unintended and somewhat intended, and today is the last day. It started out as a short break for Easter, a couple days of fun and lowered work, but then the illness struck. That knocked out pretty much a whole week of the two weeks. I didn't even play WoW for most of that! That's a pretty serious malady. Then I got mostly better (still coughing, though), but it remained seriously vacationistic here. But Spring Break ends today, with Sol returning to her jobs tomorrow, and I doing the same.

So, the upside of it is that I am raring to go. I think the sum total of work I did over this break was to make this decision: I am going to crank out Happyponygate like a man possessed (by a Happy Pony), and get that out of the way so I can make LL3. So it's Happy Pony time around here and I am going to knock that thing down fast. I must!!
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  April Fool's 09:44 AM -- Tue April 1, 2008  

Ha!! I was just kidding when... I mean, what you all thought was... um... no. I'm still recuperating. I don't have that kind of energy. But I thought I'd post something anyway, just to remind you - it is April Fool's Day. Please, think carefully about what you read today (not a bad move every other day, too, but today, even people outside of the news media are trying to trick you!). Jokes are fun unless you're the guy who falls for it and thinks something horrible is happening (but when you do, that sure is fun for everyone else!).

But if you'd like to see a great joke: The Food Court Musical

I like to think of today as Critical Thinking Practice Day. And that's something we could all use!
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  April's Coming, Fools! 09:28 PM -- Sat March 29, 2008  

And just what are you going to do about it?

Here's one idea I am thinking about: Script Frenzy. It's like Nanowrimo, except you write a movie script. I checked out their explanation of the formatting and such of a script and it seemed fun and easy. The goal is to get 100 pages, which isn't all that much with the way movies are formatted. I want to give it a try. I've thought of about 20 ideas that appeal, but none that kick me in the teeth and call me Grandma.

Another thing I will definitely be doing is LD48 #11. Yes, time for another 48 hour game, to be sure.

Another thing I have in mind is to get all this garbage out of my sinuses and lungs, though I don't yet know a very efficient method for that. Kleenex doesn't seem to make a lot of progress.

I also hope to get somewhere on my game projects, but I can't imagine where exactly at the moment. This little "vacation" has been tiring.

Oh... yeah... and taxes. Great.
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  Spoke Too Soon 07:32 PM -- Fri March 28, 2008  

Still sick. In fact, my fever got worse the second day. Doesn't seem to be entirely gone today either. I know this makes for exciting reading, so that's why I share it with you. Actually, I share it with you to explain why I have nothing of interest to share with you. I must be doing better though, because today I was able to play an hour or two of WoW! I came up with lots of good LL3 ideas while tossing and turning in fever dreams. Well, they seemed good at the time. Perhaps when I recover, giant poodles wearing high heels that build plastic candy canes in honor of McDonald's new value menu won't seem like such a great plan. That's a joke, son, I had real ideas. My fever didn't go that high.
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  Sick 05:54 PM -- Thu March 27, 2008  

If you noticed I was unusually quiet yesterday, it's because I was righteously ill. I am definitely still recuperating today, so nothing of interest to report, just glad to be feeling somewhat better. Mmm, gatorade.
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  Sneak Peek: Loonyland 3 12:19 PM -- Tue March 25, 2008  

Okay, first of all, I clearly don't have a remotely good system for getting drawn images into the computer, because this is real ugly. But here is the map I worked on recently:

If you are a true Loonyfan, you may recognize this place from the overall map of the continent of Loonyland. It is, as it says, Friendship Fields, which is the westernmost country in Loonyland. It is where the next Loonyland takes place (Titan Tunnels/Age Of Heroes/etc). The game itself will contain some form of this map (presumably much cleaner...), probably. You won't get to wander this land, rather you will select quests from the map, and be magically sent to that spot to do the quest. I'm thinking about having Phileas fly you there.

Making the map is really about throwing stuff on to get ideas of what sort of things there will be in the world, what will be there to move the plot along. Not much plot, of course, but a quest is in itself a little bit of a plot. I now have a grand idea for the overarching plot, by which I mean a real simple basic thing, but something big enough to be an ending anyway. The main consideration driving the whole thing (though you'll do all kinds of little quest series with their own mini-stories) is that the neighboring country, Summer Spring, is at war with Friendship Fields. I don't know why yet, but I think we can all rest assured that it's a really stupid reason. You can see on the map if you have good eyes the North War Camp and South War Camp at two of the bridges. Good place to hold the enemy off, tactically. Sadly, the middle bridge lacks a war camp, which makes no sense, but it means that I can have you visit that town and find it abandoned and destroyed. Maybe that's the start of the war, why not? You would think a place like Friendship Fields would be more friendly than this.

Also, if you are a true true Loonyfan, you may notice what's different about this map from the overall map. Don't forget - this game takes place long in the past. Wonder if it will be about that change?
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  Points #2 04:31 PM -- Fri March 21, 2008  

I'm making a note here of my huge success!

Points have driven me to finish up the last issues with the scrolling map in Happyponygate, so now it handles specials and prevents guys from respawning if they already exist (you can now drive the one existing car around, and discover that it's not waiting for you again when you return). Then with that done, nothing immediately came to mind to work on with that game, so I fired up Titan Tunnels! I got it set to import skills and charms from text files, which was a significant matter, especially when I completely deleted the entire contents of skills.cpp. There are now hundreds of errors when you try to compile, since the old hardcoded skills were referenced all throughout the code. So cleaning that up will be a big task. Anyway, got some chores done too. Huge success.

If only there were some cake.
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