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  Sneak Peek: Loonyland: Titan Tunnels 02:21 PM -- Thu March 15, 2007  


Same pic. Okay, the basic layout of skills is down now. There will be twice as many as LL2 - 100. As usual, this will be broken into sets of 10. Here are the sets the game will have:
  • Passive - From LL2.
  • Attack - From LL2.
  • Throwing - From LL2.
  • Grappling - The wondrous third axe mode.
  • Thieving - See previous sneak peek, various stealth and utility skills.
  • Nature Magic - The 4 from LL2, and 6 new ones.
  • Fire Magic - Like Nature Magic.
  • Wind Magic - Again.
  • Ice Magic - Yep.
  • Death Magic - And the last!

And here are a couple sets I created and very thoroughly fleshed out with complete skill ideas, but won't be including (and yes, they do sound really fun, but 100 skills is enough/too many already!):
  • Zoid Riding - I wasn't entirely sure it would be a zoid, but something you ride on. It would let you move very quickly and inflict extra damage, but if hit once (or more times by upgrading the riding skill), you'd fall off and be yourself again, while your mount ran around crazily for a while. You couldn't ride it again until it calmed.
  • Pet Swampdog - A pet that would be quite tough and follow you around, with its own stamina bar for the moves it does. It would level up with you, and there would even be Collar items which you could equip on it to boost its power, like your own items.
  • Weregorka - Transforming into a Gorka, where you could smash things up until you ran out of stamina and returned to normal. The Gorka can't jump (it does a stomp attack instead) or cast spells (it roars instead), but has a variety of 'special moves', thanks to combinations of the three buttons. Or that is, each of the three buttons is one move, and if you roar (by pressing magic button), and then push one of the buttons during the roar, you can do a couple other moves. It generates Rage, a new meter, when it hits enemies. The more Rage it has, the more damage it does. The fancier moves (the ones that you do during a Roar) drain all your Rage and do enhanced damage/effect according to how much you had.

Those are the kind of fun ideas I like to think up, but in the end, they're too much complexity, especially to shoehorn into an existing game. Not that I couldn't have done them, they're all quite possible, but I really think going beyond 100 skills is just plain too many for the player to even be thinking about, broken into groups or not. And of course, each one is a lot of extra work, potential for bugs, and just not necessary to the core gameplay.

I've invented a lot of the new spells to fill up the 30 new spell slots, but there are more to go (feel free to propose!). Of the 6 new slots in each school, a few have specific concepts, though I haven't filled all those concepts. First, two of them are passive (to keep the spell list from being too big when you scroll through), but in different ways.

One is a regular passive boost - for example, Conflagration is the passive Fire "spell". It adds a little chance for flames to spread. That will be a fun one, I think. These skills are basically just Talents that cost Skill Points (but since they do, they're more powerful than Talents).

The other passive skill is what I am referring to in my notes as a "boost-other". That is, it's an upgrade to some other skill, not necessarily one from the same school of magic. So when you use that other skill, this skill takes effect with it, possibly making it more expensive at the same time. An example is the Wind skill Whirlygig. It upgrades your Whirl skill, adding a small Magic cost to it, and making it create a tornado like Capitan's Whirl move does. The tornado sucks in enemies, making Whirl much more powerful. As an added bonus, it boosts your armor while Whirling too.

Also, one of the 6 slots is a Grab spell. I mentioned those in the Grappling talk - they are not in the spell list normally, and only show up when you are holding an enemy (and no other spells are listed at that time, only the Grab spells). A fun example I came up with yesterday is Healing Touch (Nature). It actually heals the badguy you are holding! Why would you do that? Well, if you look back a few sneak peeks, you'll see that the damage an enemy does when thrown is dependent on his current health. So you are making him a better weapon. The same goes for Badguy Bonk, and by using this spell, you can keep a guy alive to keep using him as a club. As an added bonus, this spell restores your stamina too, so you can really keep clubbing guys. That also makes it great for Conversion... maybe too good, now that I think about it!

Another slot, though this is less solid than the others and may not be in every school, is for a "buff". That's an MMO geek term for a spell that provides a temporary boost to the player. Fire already has this slot filled, with Heat Shield. Wind has Berserk already, but will have a handy Invisibility spell also (letting you Stealth without using any stamina, and even when enemies can see you).

I have one idea for a Fire spell to go into another category, but I'm not sure if it should be a whole category, or even if this spell is worth having. The category would be "spells that use up all your Magic, and vary their power according to how much you had". I'm debating whether to do that, but I have a fondness for the idea, the ability to completely exhaust yourself with one ultimate attack.

So there are 3-4 slots just waiting for random magical mayhem (though I've gotten many ideas for many of them). One thing I'm trying to give every school is a Summon. Several of them already have them - Cryozoid, Bonehead, Toasties. I love summoning things, so I'm happy to add one for each. I'm really trying to look through the entire skill list and see what can interact with what. What kind of skills might allow for new and interesting builds. I want to make sure that the new stuff, Grappling and Thieving, aren't left out in the cold as one-trick ponies. I want to integrate them with the other skills and the new spells so that you can really explore a lot of interesting character ideas. Another thing I'm doing as a result of that is making sure that there are a bunch of sources of different things - poison, freezing, stun, flames, lightning - so that you can benefit from the talents and skills that boost those things without resorting to one specific skill.

That's about all the sneak peeking to be done on Skills. I'll be back next time with notes on traps, searching, doors, and keys. Don't forget to share your ideas.
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  Sneak Peek: Loonyland: Titan Tunnels 03:32 PM -- Tue March 13, 2007  


A new shot! I took a hiatus from Grappling Skills, because I'm trying to get all the major new systems in rather than get every single skill in. So here's a major new system - Stealth! As you can see at the bottom of the screen, this comes from a new skill set called Thieving Skills. Here's the list of proposed skills for it:
  • Stealth - The key to most thieving. It's triggered like a spell, as you see in the shot, but it costs Stamina, not Magic. You can only become stealthy when you are out of sight of enemies, as I am in this shot. It costs a certain amount (level it up to decrease the cost), then drains Stamina over time as you stay invisible. As you can vaguely detect in the picture, being invisible makes you transparent, and throws up a cloud of smoke, because everybody knows that's the best way to hide. Attacking, casting a spell, or getting hurt will all end your stealth.

  • Blinding Trap - Also in the spell menu (the Thieving Skills make a set that you flip through just like a spell school). Much like the Axe Trap skill, this drops down a trap. If an enemy gets close to it, it explodes in a flash of light. This does some semi-decent damage to all enemies in line of sight, and stuns them for a very short time. Since they were theoretically blinded by it (hence the name), it also instantly switches you into Stealth mode for free, if you are not in the sight of other monsters (ones that weren't stunned). Stealth mode still drains your Stamina over time, of course. Blinding Trap costs magic.

  • Poison Trap - Same deal as Blinding Trap in terms of how it is used and how it triggers. But as you might guess, instead of blinding enemies, it poisons them! I have written that it fires out a ring of poison bolts, like a Plague Rat, but I don't know if that's right. Whatever it does, it poisons nearby enemies. It only does 1 point of damage, but it poisons for a very long time.

  • Decoy - Sets down a fake Loony which monsters may attack. For some unknown reason, as you level it up, it becomes more likely that enemies will decide to attack it rather than anything else, even if you or another goodguy are closer to them. It also has more life at higher levels. Costs Magic to create, of course.

  • Escape - The last skill that goes into the Thieving set on your spell menu. This is a general utility skill. LL:TT, like other Rogue-Like games (Angband, Nethack, Diablo, etc), has a town you start in that's above the dungeon. You get scrolls or something that let you teleport back to town, then return to whatever depth you had reached. This skill works like one of those scrolls. It costs more Magic the deeper you are, but leveling it up reduces that. You'll need to level it up to even be able to use it at very deep levels, because otherwise the cost would be more than your max magic could ever reach. But that's the price you pay for laziness!

  • Disarm - I haven't mentioned there will be traps in the dungeon, but now you know! I'll go into detail on them, and the whole "searching" concept, another day. You might want this skill - it gives you a chance to disarm traps (and earn XP and money from them, for some reason) when you step on them, instead of detonating them.

  • Pick Lock - Something else I need to cover on that other day is how the key system will be quite different in this game. But suffice it to say that having this skill can save you keys, since it gives you a chance to unlock doors and chests without having the appropriate key. If you fail, you get hurt, but you can always keep trying, at least until it ends up killing you.

  • Pickpocket - I said Stealth was the key to many thieving skills, and apparently I was wrong, because it wasn't until now that you actually find one that relies on it! If you are stealthed, and you bump into a character, friendly or evil, you attempt to pick their pocket! If you succeed, money and items pop out to collect. If you fail, you unstealth and lose all Stamina. You of course can't pickpocket the same guy twice. I suppose to make this fair to be used on friendly guys, I'll have to have mighty guards who pop out of nowhere if you fail on a pickpocket of a friend. Maybe even a special flag gets set so that a guy you failed pickpocketing says rude things to you if you try to talk to him again (until you leave that map and return of course - can't punish you that severely!).

  • Assassinate - And here's what you were waiting for with regard to Stealth! As you who are gamers surely suspected, attacking an enemy when you are stealthed is a good thing to do. If you have points in this skill, doing so costs all your Stamina, and does boosted damage according to the level of the skill and how much Stamina you spent. Specifically, the formula I came up with off the top of my head is that it adds 100% damage, plus 1% per level of the skill per Stamina spent. So at level 10, if you had 50 Stamina when you attacked, you'd do +600% (100% + 10% x 50) damage, or 7x normal. It also stuns the victim for 1/30 of a second per point of Stamina (so around 1.5 seconds in the above example). That's not all that long, but stuns in this game are always quite short, and coupled with 7x damage, you can't complain.

  • Toxicity - A very powerful passive boost. I noticed how poison and fire damage are so weak at higher levels. So Toxicity increases the damage poison does by 1 point per 2 levels, and as an added bonus, causes weakness in poisoned enemies. Specifically, their damage output is reduced by 1 point per level of this skill.
Those are the Thieving Skills! With all these new skills, I'm trying to not just create a new separate set, but to give you something you can use in concert with existing skills. Assassinate will be better the better your attacking is (I plan for it to work, by the way, with Throwing too - it just boosts the damage of whichever attack made your Stealth end). Toxicity obviously helps out many different skills. Stealth is just all around useful - being seen means getting hurt! Maybe too useful with stuff like Boneheads, but if your Boneheads are engaged in a battle, odds are you will get caught in the crossfire at some point. And you can't stay invisible forever. Decoy similarly helps you keep from getting hurt. There's a lot of just plain utility stuff in Thieving too, which I think is good. It broadens the gameplay to have you considering things like picking locks, and pickpocketing (which pretty much is just for fun... maybe it needs some kind of combat effect, like you are "stealing their weapon", so they do less damage after being pickpocketed, or maybe lower their armor instead).

What do you think about all that?
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  Spring Has Sprung! 10:41 AM -- Mon March 12, 2007  

As of this Saturday, it's officially Spring here. I don't know when Spring actually starts, and I don't care. Because it's awesome here. It's been 80 (for those who think that is unpleasant, let me say two things: This is in Fahrenheit first of all, and it's also bone dry - I know 80 might be gross where you live, but here it is bliss!), and a constant breeze. It's just idyllic. We hung around outside so much that somebody got a little burned. And it wasn't the pasty computer geek who knows his limits and came inside!

I realize that I'm blogging about the weather at the moment, but it's perfect!! We've been locked in eternal* winter for so long, I missed perfection. Actually it snowed a ton one day a couple weeks ago, so this is pretty out of the blue. And we're seeing the first few bugs outside now, and lots of green things, and all our trees are coming back to life. This is the real deal. And what makes it most perfect is that the ants aren't back yet! In a month or so, our entire yard will become one huge anthill, but for now, I tiptoe through the sand-tulips barefoot and love it. Hooray for niceness! And open windows. We sleep with our windows open again! And all day the wind blows through, and the sweet spring smells come with it.

What? There's nothing wrong with getting excited about seasonal changes. You get excited about what happens on House, M.D. My species has lived on this rock for eons, and this has always been the best part about it. Computers and pop culture and civilizations come and go, but every year without fail, the springtime air flows in and the sun on my (and my ancestors') shoulders feels good. Feeling good is a transitory wonderment that should be celebrated, and never dismissed. Just last week I was lying awake in discomfort all night from some heartburn. Now I'm not. And it's good. Spring won't last forever. In another month, it'll be horribly hot (not that I mind summer either, it's really nice out here). The perfection will be broken with ants, too-hot nights, and sweat. I'm going to enjoy Spring while it's here, and then I'll do it again next year. And I'll enjoy complaining in between!

* 3 months. Maybe 4!
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  Sneak Peek: Loonyland: Titan Tunnels 10:24 AM -- Mon March 12, 2007  


To clarify something people keep asking, this is a new game. Obviously it's more than a little similar to Loonyland 2, but just pretend that's a coincidence. It's like Quake and Ratchet & Clank, or Candyland and Tony Hawk, or Tic-Tac-Toe and Gradius. Two different games. I hope that is clear. Not an expansion, not a patch, a new game. It's one of those "If you liked Loonyland 2, you'll love Titan Tunnels!" kind of things, in marketing terms. And the reason it's not Loonyland 2: Titan Tunnels (by the way, this is just the working title, anyway) is that this is just a "side story" to the whole Loonyland saga. It's not a part of Loonyland 2. I was thinking of Loonyland Side Story, but that's long and ugly (there's a console RPG that does that, though).

So, with that said, here's a new thing in LL:TT: Classes! The concept is pretty simple, but affects the entire game a lot. When you begin, you choose your class, like any RPG. But the only class available initially is Peasant, which is nothing at all. When you open treasure chests while playing, there's a chance of finding Class Manuals for the other classes, so you gradually unlock them.

All the classes other than Peasant have a set of 3 Primary Skills, and 2 Primary Talents (or maybe it was just 1). You begin the game with those skills and talents unlocked. You have to find the others, which are randomly hidden like in LL2. But there's a downside of sorts to having Primary Skills and Talents. Your other Skills can never be higher than the lowest of your Primary Skills (not counting bonuses from items and such). So that basically forces you to level up those 3 skills (but then, you chose to play this class, so they are presumably skills you want to use). Talents are similar - you better work on leveling your primaries, because your other talents won't level up unless they are lower than your primary talents.

In this way, your class forces you to play a certain way to an extent. You can certainly bend any class to do anything, since you have access to all skills and talents (eventually), but you will need to level up the primary stuff first. So if you are playing a Warrior, you'll be doing a lot of axe swinging, and presumably you'll stick with it the whole game, because you'll have leveled those skills up the most.

There's another thing that pushes you into a certain playstyle. Each class has a specific bonus. For example, the Warrior just mentioned has +10% damage with an axe. So that's all the more reason to really focus on using the axe instead of casting spells.

The last thing going for a class is a starting item. The starting item you get is a little better than normal, but certainly won't last the whole game. It's just to give you a start. Since we're talking Warrior, he of course gets a magic Axe. It has a random magical bonus, a +1 to Axe Mastery, and stats of around 4/4 maybe. Maybe 3/3. I don't know yet.

There is one more thing to know about classes. I haven't really worked on this concept at all yet, but instead of achievements, this game I want to have Class Goals. So depending on the class you play, you get a set of 5 or 10 achievements to seek. Some are generic - one will definitely be "Win the game", and others are unique to the class (generally based around which skills that class uses, like a Necromancer might have "2,000 enemies beaten by Boneheads"). Since there are a ton of skills, there shall be a ton of classes. Before I even added many of the skill ideas, I had a list of 20 classes. So the game is intended to be played many many times, playing every class.

What can you earn by completing Class Goals? I'm not sure yet. Maybe that should be how you get classes instead of random finds - you buy them with stars you get completing Class Goals. So you need to complete maybe 1 goal as a Peasant before you get your next class, then between those two classes, you need to complete 2 more goals to unlock a 3rd. Each class could require 1 more goal to open, but you have a wider variety of options to get it from.

I also like the idea, which I have not really considered much yet, of having Hero Classes. That's an idea that Blizzard talked about being in World of Warcraft that still is not in. It's a super-duper class they were going to let you switch to at max level. In my case, it'd just be an overpowered class. It'd be very hard to unlock, either requiring a lot of stars in the above system, or otherwise (wouldn't it be cool if there was a Hero version of every class, and you unlocked it by getting all goals of that class?). These classes would have some absurd advantages, and start with golden items (or a specific artifact?) and a bunch of money and stuff. Just a walk in the park version of the game, pretty much. The Hero Warrior (Champion?) for example could have as his bonus power "1% damage bonus for every point in a Swinging Skill". That's both very powerful and a unique thing. Or maybe instead of a walk in the park, Hero characters play a Heroic difficulty mode, like a lesser version of Madcap.

That sounds good - off the top of my head, Heroic Mode would let you buy Madcap items, but you start at level 1 and all. The enemies are boosted by an increasing amount, according to your level. So once you reach level 50, the enemies are exactly equal to Madcap in LL2. But as you get there, they keep ramping up, so you need to work on those Madcap Items. Maybe that's a bit questionable, since you wouldn't really be able to move forward in the dungeon, as it would keep getting tougher as you leveled up, until you reached 50. But perhaps your Heroness would counter that somewhat. It's an interesting situation that sounds fun to me. And brings to mind two obvious new Modifiers: Hero (isn't there one called that already? Anyway, this one would put you in Heroic Mode even if you are not a Hero class), and Wimp (puts you in normal mode even if you are playing a Hero class).

So, a lot of ideas there. As you can see, it's not solidified yet, and you are welcome to toss around your own ideas. I do listen!
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  Sneak Peek: Loonyland: Titan Tunnels 03:55 PM -- Fri March 9, 2007  


Back again, with Grappling updates. Here's a list of all the Grappling skills planned (10, of course).
  • Grappling - The key skill. Like Throwing, you need this skill to be able to use Grappling at all. When you hold a guy, your stamina drains (faster depending on how much life the enemy has), and you move very slowly. Raising this skill increases the movement speed, and decreases the rate that your stamina drains.

  • Badguy Toss - Having the Grappling skill allows you to throw badguys once you lift them (since it's pretty useless, otherwise!), but this skill improves throwing them. Raising this level boosts the damage done by throwing, and decreases the stamina cost of throwing. Both the cost and damage are based on the enemy's current life, just like the cost of holding it. So as you meet tougher enemies, they become harder to lift and throw, but make more effective weapons when thrown. That makes it quite a bit different from other attack skills. Of course, you are limited to smaller enemies. No lifting Ice Titans, Gorkas, or any bosses (or immobile enemies, like Roses).

  • Tickling - This is a nice passive ability. As long as you are holding an enemy, there's a small chance every half second that he'll take a small amount of damage. Not only is that a fun way to kill monsters (or will be once I had a "heehee" sound effect), but it also makes the cost of holding the monster decrease, as his life gets sucked away.

  • Conversion - I've implemented this, but am in no situation to test it just yet. The concept is simple: if you hold a guy long enough, you lose some magic, and he converts to your team permanently. Leveling it up makes the required time shorter, and decreases the magic cost of converting. This skill has some great built-in limitations that make it interesting. You need a lot of Stamina to hold an enemy for a long time, and the tougher the enemy, the more quickly you lose Stamina. And most importantly of all, since you can't pick up any big monsters, I don't have to set any limits on who you can convert or how many or anything. Make yourself an army, if you have a whole lot of spare time, magic, and stamina.

  • Atomic Drop - This is not implemented yet (and none of the below skills are either). Press Jump while holding a guy to slam him into the ground. It causes an explosion which does damage over a radius. It does lots of damage to the victim, and half that much over the radius. What's really interesting about this skill, and you'll see this concept come up several times in the new skills, is that it drains all your Stamina when you do it. You can do it with as much or as little Stamina as you want. The damage it does depends on how much Stamina you used (leveling the skill gets you more damage per point of Stamina, as well as a bigger radius). I like that idea a lot. Like Conversion, it makes its own unique and interesting balance elements.

  • Badguy Bonk - This skill is debatable. I may need to replace it with something. If you tap Attack without pushing a direction (as opposed to holding a direction to throw the badguy), this smashes your badguy onto the ground in front of you, like a club. It does smallish damage to the guy used as a club, and lots of damage to enemies in a small radius. You of course get to keep holding the badguy (it just costs some stamina), so this is a fun way to use up your limited holding strength, clubbing monsters. The big problem with this skill is that there are no special "get thrown" animations for monsters, so when you "swing" the monster, he'll stay in his standing position, rather than tilt to be laying down. I think that will look very weird and wrong.

  • Atomic Quake - A passive upgrade to the Atomic Drop. Just adds Stone Spikes shooting out in random directions whenever you do it. I haven't really detailed this skill idea (and it's an awfully basic idea anyway), but I guess it would either add a certain fixed stamina cost to Atomic Drop, or a magic cost. Maybe instead of launching spikes, it should shake the screen, stunning all enemies onscreen for a short moment every time you do an Atomic Drop. That doesn't sound bad at all.

  • Badguy Bomb - A passive upgrade to Badguy Toss. Makes a radius explosion where the badguy hits. This is an important upgrade, because without it, throwing an enemy can never hurt more than 2 enemies at once (the throwee, and the guy he lands on). The radius is small, increasing with levels, because it spreads the full throw damage over the radius, which could be hefty.

  • Hoover Hands - Increases the range at which you can grab enemies, sucking them in from further away. That's not such an amazing upgrade, so it comes with a side bonus: you suck in nearby coins and items any time you are holding down Attack to do your grabbing. Still, this skill isn't blowing me away (no pun desired).

  • Magic Hands - Another rather boring one, this decreases the cost of Grab Spells by 1 per level. Remember, there is one Grab Spell in each school of magic, and they can only be cast while you are holding a monster.
So there are the ten Grappling skills! However, some of them aren't very exciting. Do you have ideas to replace them? I can't really have a variety of throws (nevermind that Loony has no throwing animation, and the monsters have no getting-thrown animation), since the 3 'moves' in the list above use up all the reasonable button combinations. I guess there could be a 4th, by having just Jump versus Jump+direction. But probably even the 3 I have is a little more Street Fighter than it should be. That's another reason I'm unsure about including the Badguy Bonk. The Toss and Drop are good, because that's just one to each button (and the Jump one makes a lot of sense, since you jump up when you do it), but beyond that, it starts getting a little tricky. It might be nice to have more skills that modify the existing throws, much like how there are a stack of skills that upgrade Throwing and Axe Mastery.

Incidentally, this throwing stuff is partly inspired by Murray, from the Sly Cooper games! Right down to having an upgrade that makes thrown guys explode.
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  Live Via Library 04:06 PM -- Wed March 7, 2007  

And now I am not on satellite, but rather on the wireless network at the Temecula library! It's a nice fancy new library they just built. I have a lovely huge view out this window, gazing down upon a park with some baseball fields and a residential area and distant mountains. This is my first try at library working. When they built this new one (the old one is not to be thought about), Sol and I discussed how it might be fun for me to come down and work here once a week. They're all set up for it, with free wireless (and fast! Maybe I should see about gaming...), free plugs (nice since the laptop's battery hasn't worked in years), lots of tables, and free aforementioned view. It's actually set up a lot like a university library, not a public library.

I don't think I'll be doing any serious work here, though. The problems are myriad, none huge, but all conspiring. The laptop makes typing awkward, the screen gets glare from the lovely windows, it doesn't have all my most important stuff on it, it's physically painful to sit a long time working on a laptop (there's hunching involved - why won't anybody invent my laptop idea: the screen can be disconnected but stays in touch via a cord? You'd need a stand to really benefit from that in a library, but that could be available too!), and of course there are many things I can't do. Like have any sound at all, or record my commentaries. Or have any degree of privacy.

It's not all brimstone and hog droppings, though. It's nice being here, and a fun break from spending all my days at home. I may come down here every so often for the change of pace. It definitely won't be productive, but that's not the point. I am free to be unproductive if I want! It's just for fun. Though programming here is a challenge, other tasks can be done somewhat well. So if I developed an alternative task to work on, I could do it here every other week or so. Could do writing, drawing (the real kind), some marketing stuff online for sure. Who knows?

They are filming a documentary here at the library today! That's sort of exciting. I had to wade through the crew and cables and light thingies (those big flexi things they use to deflect light) to get in the door. I was kind of worried they weren't open, but once through the maze, I found the doors worked fine, and there was a note by them saying "The library will have extra activity in it today, because a documentary about the Boy Scouts is being filmed." I'm not sure exactly what they're doing at the library, but here they are. I only have one real observation about the issue, since mostly I haven't seen them except for all their junk out front. That is that I am seeing firsthand how not-real documentaries are. It's not a couple guys and a handheld camera, it's a full-fledged film crew (ooh, someone just said "Alright, let's do a take!" It's like Hollywood in here). There's even a craft services table outside (it was unguarded when I went by, I could've enriched my food supplies!). Nobody could possibly act 'natural' when confronted with an entire crew like that. They spent several hours just setting up (for all I know, this is their first shot of the day, and it's been 5 hours since I first got here). Nothing spontaneous or real there. Of course, on the flipside, documentaries aren't all about catching reality as it happens. They also film setups to show as they are talking about stuff. Maybe they just want a shot of bookshelves going by, I don't know. Or it's a dramatic reenactment. Could be! Someone just shouted "action", so whatever it is, it's certainly scripted. Ooh, I hear the dialogue... it's indeed a scripted scene of some kind. If you ever see a Boy Scout documentary which contains some talk in a library about "Okay, so no multiple choice option for this next part. We're going to talk about the difference between Constitutional and Non-Constitutional governments.", then just know I was sitting about 10 yards away while it was filmed! Not sure how that relates to the Boy Scouts, but hey, it's their movie.

So that's the kind of exciting new experiences I get to have when I come to town. It's surely worth having an unproductive day once in a while. And most importantly, I got to eat lunch out.
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  Sneak Peek: Loonyland: Titan Tunnels 06:01 PM -- Tue March 6, 2007  


Long time, no see! But now I have something to show you! I have begun development on the side-story to Loonyland. It has no plot. It is a randomly generated dungeon romp wherein you seek to get to the bottom of the random dungeon, fight the evil boss, and thus win. It is something I'm making entirely because I really like the gameplay of LL2, but I don't want to play that adventure, since I created it. I really like plowing through the arena, so this is a more fun version of that - a long series of random levels.

The shot above is the very first steps I've taken. I have many skills I plan to add for this game, it won't just be an alternate LL2 quest. It'll be a big change, like a sequel, only not related to the plot (theoretically, the plot of this game is "Let's say that the Titan Tunnels extended deeper and Loony had to go down there to fight the Titans, only he reverted to Level 1 before doing so, and everybody started acting differently"). Anyway, what's that you see? A teddy bear on Loony's head!? What!? That is the new axe mode: Grapple Mode.

In this mode, you swing just like in Swing Mode (and all the bonuses you have for Swing Mode apply), but holding down the button does not autofire. Instead, it makes you move really slowly with some sort of indication in front of you (don't know what yet). If you put that indication on an enemy of sufficiently small size, you pick him up, and strangely enough carry him on your head. Then you can push any direction and the attack button to throw him. Later there will also be an Atomic Drop (push Jump instead), and possibly the Badguy Bonk (push attack without a direction, to slam the guy into the ground like a club). That one will look quite funny, since the enemy won't lay horizontally for it, so I don't know about including it.

Like Throwing and Swinging, Grapple mode is a page of 10 skills that all pertain to that. Carrying an enemy drains your stamina (more quickly depending on how much life the enemy has), so the basic Grappling skill makes it drain more slowly, as well as allow you to move faster while carrying them. Running out of stamina drops the enemy. Then there's Badguy Toss, which increases the damage done by throwing them (by the way, of course it hurts both the thrown guy and any guy he hits when he is thrown!). And Atomic Drop, which jumps you into the air and slams the enemy straight down, creating an explosion over a radius, but costing much stamina. Other highlights include Tickling, which randomly does little bits of damage to the guy you are carrying, and Conversion, which switches the enemy permanently (well, until he dies or you leave that map) to your side if you can hold him long enough - of course, because of the stamina drain, only a weak enemy or one that is badly injured could be Converted. And other skills which pertain to that stuff.

I put this grappling stuff in first off because it's a major change - I needed to see if conceptually it was even fun to do, and simple enough to understand (it is definitely fun to do!). Also, several other things rely on it. One is that I intend to expand the 5 schools of magic, so that each one occupies a page of skills (so 10 skills each). What's the connection? One spell in each school will be a Grab Spell, which means it can only be cast when you are holding an enemy (the spell list only shows Grab Spells if you are holding an enemy, and they don't show up if you aren't). Not only is that fun - especially the Doom Grab (Death Magic) which instantly kills the victim for a huge cost - but it also helps keep the spell lists from getting too long, while still giving you lots of spells. There will also be at least one passive skill in each school, much like what the talents do. One thing I have to consider in making this change is the Synergy bonus in LL2. In LL2, it was possible to get up to 40% bonus damage from synergy (1% per point in each of the 4 skills). With this, that bonus climbs to a potential 100% (there are 10 skills). I'm not sure if that is simply okay, because I can then let things get harder by the end - but need to also improve physical combat accordingly - or if I need to cut the bonus in half, making it possible to reach 50%, a reasonable boost (but it would cost you twice as many skill points to get the boost). Or something else entirely!

As an experiment, I want to make this development as wide open as I can make it, so I shall be updating with info on this stuff as much as I can, and you have a job too. Your job is to post on the Loonyland forum about what you think the game should contain. I already have a bazillion ideas, and I'll gradually be explaining them to you as the development continues. Just look how much I have rambled already, and I haven't even mentioned character classes!

Of course, I'm still working on the Collector's Edition - it's just that the only thing left to do on that is the commentary, and I can't sit and do commentary all day. It melts my brain and my vocal cords.
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  Live Via Satellite 11:09 PM -- Wed February 28, 2007  

No more dialup for me! I am coming to you live via satellite! Actually, it's been a huge trial to get it working, and it's still got some serious issues, like how it pops up my "Connect to dial-up?" message every 30 seconds or so. That's actually a new problem, and most of the other problems disappeared when it arrived, so I kind of like it. Guild Wars won't start up at all, and I have been chatting with their tech support about it. But from what I see/hear, it won't matter. I have a ping of around 1500 on average, which means, for those who are not online gaming savvy, that it takes 1.5 seconds for data to get from my computer to a server and back. Think about it - you hit the button, and 1.5 seconds later, your guy shoots. Not too good. Even dial-up usually gets you about a 300 ping most of the time. That latency is kind of icky on the web and email too, actually, but it still blows away dial-up for the web and downloading because of how fast it goes once it does get the command across. It downloads far more than 10x as fast, and we're using the cheapest/slowest package available.

Anyway, in case you were wondering, satellite is the last refuge for us people out in the boonies who can't get DSL or cable. Nobody would recommend it over those options, ever. But when it's that or dial-up, satellite wins... mostly. Dial-up is still plainly superior for gaming, and a lot of satellite users actually dial in to play games. Not me though! We're getting rid of the land line, since it has no purpose but dial-up, and we'll save almost as much as the satellite costs by canceling it. I miss video games.

But satellite is going to be alright. It does mean always on, no phone involved (except the computer randomly asking to have dial-up back for no reason), and a wireless network in the house - so the Wii is online! I downloaded Super Mario Bros.! And I am typing this from the floor of the living room. I've also been enjoying the wonders of Youtube videos, which load up faster than they play, a miracle to my belagged eyes.
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  Fan Art Museum! 04:19 PM -- Wed February 21, 2007  

Come one, come all, to witness the grand opening gala at our Fan Art Page! Right now it's only got the entries from our Duhcember fan art contest on it.

If you are one of the featured artists, drop me a line in email or forum PM or chat PM if you'd like a more accurate/meaningful description (descriptions are under the pictures when you click on them) or title placed on your art (or want it put under a different name or anything like that). The current stuff I just made up off the top of my head.

Also, I know there have been a bunch of other fan art pieces in the past. I will try to dredge up what I can when I can, but if you have something, please send it in! I'd love to expand the museum. There's a bunch in the Supreme With Cheese gallery, I remember that, but I don't know that I need to duplicate those - they're special treasures included there. I also have some very cool pillows that are half fan art. TDM created the actual artwork on them - stitched Pumpkin Pop pumpkins - and then Sol stitched those up into mini-pillows! I'm gonna get pictures of them up on the fan art page soon. I'll have to dig through the email archives and see what older fan art pieces I can find. We've gotten a lot over the years.

And thank you very much to all the artists who provided it!!
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  Choose Your Own Adventure 03:23 PM -- Fri February 16, 2007  

(Writing that title it just occurred to me that I could make a CYOA out of journal posts... I could put links to entries instead of "turn to page 42"!)

I have been hard at work on Loonyland 2: Collector's Edition. It was called the Director's Cut for quite a while (or Developer's Cut at times), but as someone pointed out in a chat, who exactly was preventing the director from realizing his true vision that he had to release a separate cut? So just Collector's Edition. What do you get when it is finally available?
  • 5 Bonus Battles in the Arena - These only become available once you enter Madcap Mode, and you won't want to try them until you are very beefed up! They are however available at rank 0 if you really want. They feature several brand new enemies, and there is also a new type of battle. It's a money match - you have a set time limit, and earn a smallish amount of money for every enemy beaten during the time. So you can control how much money you make by how well you play (of course, if you don't get enough, you'll lose money!). The final bonus battle is by far the hardest fight in the game.

  • 3 new Artifacts - You find these just like any other, which means you pretty much don't unless you are very very lucky! And lucky you would be, because these 3 are extremely overpowered. Unlike the regular artifacts, these ones are completely ridiculous.

  • Development Gallery - You need to find Gallery Passes (well, green scrolls - I don't know what they're called yet) when playing the game to access these pictures. I'm not sure how you'll get them yet. I am thinking about setting up some sort of Gallery Goals again, but there are far less than 100 pictures this time. In fact, I think there will be 12. That's all the development artwork I could dredge up. Anyway, the pictures are various concept artwork and maps, comparisons with the finished work, that sort of thing. A fun one is closeups of all 20 Potions, so you can see what their labels actually look like.

  • Developer's Commentary - This is definitely the most work. I've barely got any done and I've worked for hours and hours on it. Once you have won the game once, you'll be able to toggle between regular music and commentary. Each room has its own commentary, so as you go through the game you can hear about the development. This covers any topic you can imagine, it's like the commentary on a DVD. My favorite so far is the room that contains outtakes. I only had 2 from the making of LL2, so I threw in something I had from the past which is embarrassing amusement. Since I've only done about 8 rooms so far (of 64), I can't be sure, but at the rate it's going, there will be about 3 hours of commentary to "enjoy". I have a huge list of stuff still to discuss, but I have to wonder if I really have 3 hours of things to say, or if I will be too tired of myself by then. Aside from me, Sol Hunt and Ollie the cat have so far also appeared in the commentary.

  • An Editor?! - Yes. This is something I thought about a bunch, and decided that it was already in there, so why not? The editor is actually built into the game, it's just disabled in the versions I release. So for the Collector's Edition, I have enabled it, so you can enjoy the wonders. I also implemented a system by which it can have add-ons in a specific folder, and you can choose which one to play when starting a new character. However, stop jumping up and down in your chair! It won't be as amazing as you think. Why?

    • Clunky! - This editor is a slightly upgraded version of the original Dr. Lunatic editor, which most of you have never even seen. It's an ugly, clunky thing to mess with.

    • No documentation! - I am not going to help you figure it out! Well, I will help a bit on the forums, but mostly it's up to you guys. I don't have the time to support something so complicated and so badly made. It was never meant to be used by other people, and has lots of odd quirks it adds onto the Dr. L system to complicate matters.

    • Hardcoding - This is the biggie. There is a lot that you can't edit. You can't change what any characters say, what the quests require and reward or anything like that, and many many weird little things are hardcoded so that you have to be very careful what you do when editing to make sure that your adventure still even works. As a very simple example - when you start a new game, you begin in Woody's Cabin, with Woody talking to you. That's map #5, I believe, for no particular reason! But that's a simple one. The real stuff is specifics like when that guy comes and rescues you from that place (no spoilers here!), the exact coordinates of where the wall breaks are locked, and things like that. So you will need to work around all that stuff, and test for centuries to make sure it all happens as it should.

    • The Arena - You can change the layouts of the arenas, but you can't change the battles (I know that would be fun, but you can't). And by 'change the layout', I mean change what the 5 specific arenas are like. You can't, say, make To The Pain! use one layout, and Don't Get Shot use another, because they both use the same "small room" arena.

    • What you can do - You can decide how the maps are laid out for 90% of the game (just make sure you leave that 10% alone!), and make all kinds of crazy places to adventure and so on. You can specify what types of monsters and herbs are in each place, where towns are, where you meet characters, where you find items and skills, etc. I think it would be possible to make a really cool, really huge, remix of the game if you wanted. You could also trim the whole thing down and just make a little mini challenge where the player picks up a set of skills at the beginning (maybe force them to choose one of a few different sets, like picking a class), and then enters a labyrinth that's only a level long. It is possible to force completion of a quest, so you could have them finish off Klonk when they're level 5, and give them credit for the final quest, winning the game right there. I think it would even restart the same adventure in Madcap! Boy, you'd be doomed playing Madcap at level 5.

    So the possibilities are enormous and sort of endless, but don't get carried away - you don't get to make up your own actual adventures, and it's very hard to get it working right in the first place.

There you have it. Some great deals. I look forward to seeing if anybody can ever make a working adventure! I hope I'll need to create an Add-On page for LL2!
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