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  Sneak Peek: Happyponygate 03:43 PM -- Thu March 20, 2008  

The points are working! Or so it seems. The first day of a new system is always great. I should just make new systems every other day.

Anyhoooo... I created 3 new Avatar Bits today which you can find in the Yerfshop, allowing you to make a bear or perhaps a half-bear/half-duck monster. Someday there will be duck body parts. It's also worth noting that the bear looks really good in the Hoody body.

So, back to the real point - I worked on Happyponygate today and accomplished something I had been thinking about over and over for a week or two. When I originally started the project and was trying to keep it as simple as possible (ah, dreams of a second Sleepless Hollow), I didn't think a freely scrolling map would be possible. But it only took this morning to do it! This morning and a couple weeks' worth of intensive thinking sessions while I was walking. So that's what I built. Now, I make the town in 100x100 maps, and those maps are seamlessly connected, along with an infinite forest surrounding the town. So there's just one map as far as the player is concerned! And it oughtta be big, I hope.

This has other nifty benefits, like when you destroy things or kill monsters, they respawn. But not based on time or anything, just that if you travel far enough from where you did it and return, they are back. All without me actually doing anything to define it, it's just a side effect of the map system. Also another odd side effect that is not particularly useful is that you can walk into the forest surrounding the city and continue on... forever. I could make the woods more dense to actually block your movement, but it's fairly amusing to think that someone might just keep on walking in the hopes of finding something (and yes... I could actually set a special zone up so that if you go 20 screens off to the east, you end up in a secret area! Don't think I would, though, that's cruel).

So I'm pretty excited about it, and it works very smoothly after I got the kinks out. Building the maps will be sort of annoying, though, since I'll have to make them align perfectly. I'm sure there will be a lot of flipping back and forth to get that stuff right. I may also have other maps for interiors, that don't do the seamless effect. But really, I don't think the game needs them. There'll be plenty of city to wander without ever going inside anything. Oh, but I just remembered there are the Happyponygates to consider. So it will need to support that for those.

There's a productive day for you. How will the point system fare tomorrow?
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  Want Some Chevre? 03:56 PM -- Wed March 19, 2008  

Fun for me! My friend Brian (need wedding photography? briankinyon.com) got World of Warcraft, and we started new guys to play together from the beginning. It's super easy with 2 people working together, and it's fun! It has led to some staying up late as we struggle to coordinate a cross-continental schedule, but it is wowsomely fun to do.

And that is currently my problem - I'm definitely suffering the pain that so many many before have gone through with WoW taking over their lives. I've set the parental controls so I can't do it before 3 PM, but I'm still totally unproductive before 3PM. It's like it saps your will to function (much like the web does, which is where I spend most of the rest of my day). I don't actually think it's really WoW's fault, but it makes both a convenient scapegoat and a convenient outlet for the nonproductive urges that are currently crushing my success.

So like so many times before, it's time for a new productivity plan. Here's the one I'm trying now: I get points. I have these cool little colored chips that stack up, and it takes 18 of them to stack up on my desk to the height of a little side-wall my desk has, so I declare that it takes 18 points for me to be done working for the day and be free to do what I wish. I earn those points with various productive things, including chores as well as work (I haven't been cleaning this place up too much, either), and even some basic exercise things. The exercise stuff works doubly well - I'm motivated by the prospect of getting points as well as the fact that by doing it I can avoid working. So I should be very healthy soon! Of course, things like that and other little things are just one point, so they won't get my day done quickly. If instead I accomplish tasks for work, suddenly those points get burned through a lot more quickly!

We'll see how that goes. Seems like a good plan anyway. Working for yourself makes motivation really the biggest challenge.
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  Hot Or Not? 08:48 PM -- Mon March 17, 2008  

Well, now you can rate Add On Worlds! Since often times worlds have been put together in world packs, you'll just have to rate the packs as a whole (which is fair - the player has to download the pack as a whole). Be kind to your fellow builders if you ever want them to build you anything again. And if you don't, be kind anyway, because your rating will be deleted if it's rude!

It is of course Web Monday, so that's what happened, along with a few new bits of Fan Art getting uploaded at last. I guess it may not sound like much, but hey, there's a whole new(ish) website feature, right?

Since a couple weeks ago, it has been spring here. Flowers popped out all around, the trees started budding, and it was warm and awesome. This past week, I had the windows open most of the day, with lovely warmth flowing through.

Then it snowed Saturday night. A lot. Now it's freezing cold, though the sun is struggling to right the wrongs of the weekend. Truly, these are the end days. Dogs and cats, living together... it's mass hysteria!
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  P.S. 01:30 PM -- Fri March 14, 2008  

I forgot to add a way to make money... I don't like that in Moon Invaders, the Mines reward you for performing badly (the longer you take to finish a level, the more money you make from mines). Well, I sort of like it, it creates a weird competing pressure, a reason not to be as powerful as possible. But anyway, I didn't want that here, so here is what I added:

SCRAPPER
Upgrades: flight speed, capacity, life
	Launches a Scrapbot.  If it's destroyed, another one is launched immediately.  Scrapbots go collect the wreckage of your enemies and haul them back to the Scrapper to be turned into Moonbucks.  This is the only way you make money, so having a reasonable supply of Scrappers is important.  Wreckage fades away if it's not collected for a long time, so you lose out on potential money if you don't have enough Scrappers.  You can upgrade the Scrapbot movement speed and how much wreckage it can carry.

(and under RESEARCH OPTIONS):
Scraptanium – Scrapbots are invincible.  Scrappers, of course, are not.

Note I added a corresponding research option. I always like symmetry, and having a research option that applies to each building is nice (though one option covers two buildings instead, and there are two options that cover all buildings, but I like that too).

And I also wanted to add that you can see here that this isn't really an informative enough document to make a game. It's really just notes to help me remember that I had this idea at all. The various details only really exist because it's fun for me to make them up. But now, years in the future, I can dig this file up and read it and have a laugh. Or I can actually build it! Who knows?
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  It's not a LOT like work, but... 01:05 PM -- Fri March 14, 2008  

Fridays are called Design Day at Hamumu lately, which means I get to play! Not actually play, but play around with ideas. Discussions in chat lately got me playing Moon Invaders (You should too, it's so fun, and you know I don't normally toot any horns). I was thinking I wanted to make Moon Invaders 2, so I thought I'd share with you the idea I just wrote up for that. It's kind of instructive also in that you can see how I write up ideas in rough form. Not a lot of numbers to be had, because those will always come out in testing - not much point deciding on them now! It's more about how it will feel and what options the player will have. So with no more such ado, here is the design document I wrote today:

MOON INVADERS 2

Oh no, now that the invaders have landed, they are heading into your secret caverns beneath the moon's surface where your moon people actually live!

This is still a tower defense game, but now it's a side scroller.  You are the enemies in a side-scrolling shooter.  The enemies actually maneuver and shoot.  There's an element of attrition, because of that.  Turrets take enormous abuse before dying, though.

You get to build your things on the top or bottom wall, which affects their usefulness, and badguys will try to avoid them, or maybe attack them.

LAUNCH BAY
Upgrades: rate, life, life of ships, damage
	Launches little suicidal fighters that dive into the enemies.  They can be shot.

BIG BAY
Upgrades: rate, life, ship life, damage
	Launches big attack ships that fly up and down shooting at enemies.  They gradually head towards the level start, so they can only do so much damage.  They pass right through enemies themselves, only dangerous by their bullets.

MISSILE TURRET
Upgrades: rate, damage, life, radius
	Fires homing missiles at a low rate.  They do big damage over a radius.

GUN TURRET
Upgrades: rate, damage, life
	Fires very rapidly and not too accurately.

TRACTOR BEAM
Upgrades: slowdown, pull, width, life
	Fires a beam that slows any enemy caught in it, and drags them toward the tractor beam.  It won't drag them closer than super close, no crashing.  The slowdown effect can reach 100% with max points (or with two or more tractor beams working together), but it is capped at 90%, and for each extra enemy in the field after the first, the effect is weakened on all of them by 5% (still, you can get 90% on many of them at once by having an overabundance of beam to start with).

CRUSHER
Upgrades: rate, limit, life
	Fires a death orb that can't miss and instantly kills the target.  Unfortunately, it will only fire at targets that are below 5% health.  Upgrading Limit raises how healthy the target can be.  It can also of course only fire so often, hence the Rate upgrade.

SHOCK GUN
Upgrades: effect, rate, targets, duration, life
	Fires an electrical beam at 1 or more targets, shocking them so they take more damage from all other attacks.  Effect upgrades boost how much extra damage they take.

RESEARCH OPTIONS:

Shields – All buildings have shields, which take damage before their life does.  The shields replenish over time, rapidly.

Repair bots – All buildings repair slowly over time.

Triple Shot – Attack ships fire in a triple shot formation.

Shrapnel – When a Crusher explodes, it fires out shrapnel in 8 directions, each doing 1/8 the damage that the crusher did (so raising Limit will boost this damage, as will the enemies simply being tougher).

Overload – Shock guns overload the weapon systems on the affected ships, cutting their fire rate in half.

Piercing Shots – Gun Turret shots pass through enemies to hit more.

Knockback – Missiles and kamikazes push the enemies back when they hit.

Shield Drain – Tractor Beams vaporize any shields the affected victim may have.

ENEMIES

Weenies – regular guys who shoot straight ahead.  They won't attack turrets, but try to line up to shoot your ships.

Bombers – Bigger, tougher, slower guys who fire diagonally up and down.  Their shots will of course hit turrets a lot.  They don't maneuver at all, just head in a line.

Boss – Super big, super slow, super tough, equipped with shields that replenish over time.  Fires a big spread shot that tends to annihilate your fighters and hurt your turrets a lot.  Also has a turret that fires directly at the nearest target of any type.

Missile – Doesn't attack at all, just rushes in very fast, with very little life.

Evil Missile – A red missile, just like the regular missile, but even less life – why evil?  Because it tries to divebomb your turrets (suicidal) for huge damage.  You definitely want to stop these.

Cruisers – Has a turret that aims at your nearest target, and shields.  Tougher than Weenies, weaker than Bombers (except for those darn shields).

Waves consist of an arrangement of all the enemy types (usually not all, of course).


So what do you think of that? Don't expect it to get made or anything. It's just another on the immense pile of ideas.
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  Mini Update 11:15 PM -- Wed March 12, 2008  

Small progress on many things:

- Trestles built and installed on Lego train set! I got to actually drive the train all the way around the full loop for the first time. Quite exciting. It has a real hard time getting up the hill, and can barely do it at all with 2 cars attached. Going downhill, it goes at light speed. Pictures to come in the future sometime.

- Worked on the Happyponygate pause screen stuff. Nothing exciting there, but I figured I had to tackle something I had a solid grasp on, just to get into it. It's got kind of a tab/folder setup for the different areas like Inventory, Goals, and Options.

- Titan Tunnels, just some design stuff.

- Hamtile the hammy tile editor is underway, but not really gotten anywhere. I decided to start it over using a different graphics system rather than building it out of Supreme. The advantage will be much better acceptance of windowed mode and playing more nicely with other programs and alt-tabbing. Also, the library (PixelToaster) is truecolor rather than 256 color, so it will be very quick and easy to adapt it to editing truecolor tiles when that becomes useful.

- All my WoW guys are level 34 today!

- Our apple trees are just on the brink of leafing out. It's fun that spring is here. I forgot what warm feels like.
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  Player Ratings! 05:58 PM -- Mon March 10, 2008  

I've said before that Mondays are for website work, and new feature ahoy! Players can now rate our games. You have to have an account to rate, which I feel like is kind of a cheap shot on my part - I'm sure it will bias things in my favor. I mean, after all, the people who bother to make a Dumb Account are the type to think highly of the games. But I really don't like when things can be used by anonymous internet folks. It rarely goes well. I'd hate to spend all my time deleting virtual graffiti. So if that means I have to settle for slightly biased reviews, well, that's my cross to bear.

If this system goes well, I'll expand it to cover the add-on worlds and fan art. I'm a little leery to do it, because I know there will be some hurt feelings as people make comments that aren't entirely friendly, but I will certainly moderate it heavily. Feel free to be harsh on my games if you want, though! Anyway, go check it out and get some ratings in there.
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  Sneak Peek: Happyponygate & Titan Tunnels 01:05 PM -- Thu March 6, 2008  

Today was artwork day. I'm going to get back to work on that tile editing program, but the emphasis for Thursdays is supposed to be 3D art, so I did just that:

This is the seedier side of London... The game begins with you heading down an alley (in order to railroad you through a couple key things before you can be set free on the world), so we've got dumpsters and trash cans. And yes, the trash in both is actually the stuffing from LL2 teddy bears! Then we've got the postbox and phone booth, both of which I researched on Google images! Then I took liberties with them. Phone booths are going to be a key component. I'm not entirely sure of their exact function yet, but since nobody else is in town, you need to interact with people somehow! Phone booths may relate to saving your game in a way, but since your progress is always saved as you go, I'm not quite sure what way. They will probably act as 'respawn points'. The mailbox is just decoration, though.

And of course, it's the Warrior for Loonyland 3! In case you are having a fit of hysterical blindness, he is very much based on the Bunny Knights from LL2. I know he's not all that exciting, but other characters will get more interesting. After all, he's the warrior. How much more generic can you get? I may actually go back after I've made some other characters and re-do him. There's an interesting different style I came up with for another game idea I had, kind of like living Weebles, which I might consider for these guys. But then again, this is a Loonyland game, it makes sense to look like LL2.

Plus, this way I can turn Tina Tsarina into a class. Gladiator, perchance? And I always liked Phileas' goggle look. He could be some kind of Engineer type. And of course, the guy whose name I can't remember who runs the Magic Box. And what about Healiana? She's all set to be some kind of healing class (Druid sounds about right - it's medieval for hippy).

Also, it is my theory that this Loonyland game will actually be titled Loonyland 3: Age Of Heroes. It fits into the Loonyland storyline in a fairly odd way, in that it takes place long before Loony came around, when the land had many heroes (hence your collection of assorted characters). I don't know that that's the right title, but it keeps running around in my head. I always knew the game wouldn't further the storyline any, but at least now it connects to it in a sense, instead of being some random side thing. It's actually inspired a very minor twist to how things will play out in the end. But very minor.
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  Biz: Good Article 07:18 PM -- Tue March 4, 2008  

Here's an article about the concept of 1,000 True Fans: Read me

I actually only kind of skimmed it so far. I need to read it more thoroughly, then read it again a few times. It speaks to exactly how I want to run my business, and how I inadvertently have. Not that I think I've got 1,000 people yet who fit the mold of True Fan, but I've got a bunch. The trick, and what I need to concentrate on, is not acquiring new fans (as nice as that is), but being fanworthy. Keeping my True Fans really interested and providing them lots of reasons to stay fully invested in Hamumudom. It's a very interesting thing to think about, and kind of a different angle on business - usually these things are focused on how you can capture people with ads or viral connections or whatever. I definitely like the idea of nurturing relationships with the true fans a lot more. Unlike marketing, it's something I can figure out! Maybe.
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  Supposed 01:21 PM -- Tue March 4, 2008  

Here is what I am supposed to be doing today: artwork, with an emphasis on tiles, as opposed to objects and characters. That's my new Tuesday job.

Here is what I am actually doing today: programming. But wait! It's appropriate! I decided I hate having to fire up my old computer to do artwork, and short of spending actual money on things, there's only one solution: make a tile editor! It's going to be a fun little project, that should be handy for world builders anyway, and will give me a lot more of the most useful tile-editing utilities than a standard paint program has. And I know trouble with creating tiles has been a very hot topic on the forums as everybody seems to have some problem or another. So this will be good all around.

I haven't actually written any code yet, so here I go...
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