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  Sneak Peek Someday 09:09 PM -- Tue July 25, 2006  

Yeah yeah, you'll get one someday.

In the meantime, I had some thoughts today that I thought were quite unique and cool. Skills in an RPG - MMO or not MMO, though the second idea could only really apply to an MMO. Both of these kind of work together to create a game system where skills are very important and widely varied and an integral part of the game's lore instead of just a bunch of ways to shoot things.

#1 - Local Learning. When the game begins, you're in NewbieTown and you can learn one of a couple really basic sets of skills. By the way, all skills in the game are broken into small related sets of maybe 5 skills. So in NewbieTown, you could learn maybe Basic Brawling, Low Magic, Slinging (considering that the bottom end of archery-type stuff), something like that. Once you've progressed through Newbietown a bit, you get the option to proceed outward in maybe 3 or 4 directions. From those new places, you fight along and can go to a few more. So the world would have a bunch of variety (I'm thinking of the wonderful world of WoW, where depending on your race, you have a whole new beginning to the game, which is something I really like), letting you proceed along the path you choose. But it's more than a path! Where you go also determines what you can learn, like in reality. If you head into the Northlands, where of course every game has Viking-style barbarian types, you can learn Berserker skills or Shaman skills (winter type magic, I suppose). Head into the coast and you can learn Pirate skills, Voodoo, that kind of thing. In the end, your character is limited to 5 or so skill sets total, so once you've gone through a bunch of these, you've defined your character based on your travels (though you could be a magical type, or a warrior, or thief, or whatever mix, but the flavor of skills would depend on your travels). I really like this idea, though it obviously takes a very large world to be functional. You'd have to have huge portions of the game that the player would never see on an individual run-through. Very appropriate for an MMO!

#2 - High Arts. This only works for an online game, I would say. Imagine if there were very advanced skills in the game, which we will call High Arts. Like in Kung Fu movies, there are super deadly techniques that nobody knows except the great master, or in RPGs, there's one wizard who can create the Great Portal. Stuff like that. To learn these skills, you go through an epic series of quests into very deadly territory, all of which is very well hidden so most people won't find it. Now, for game balance reasons, lethal kung fu strikes might be a problem. But the ancient art of opening portals to shortcut between certain places, that wouldn't be unbalancing. It'd just be really nice to have! Anyway, if you learn a High Art, you are warned about it - if you ever tell anyone the secret, then the art will be taken away from you! And that's exactly how it works: if the developers ever discover that you have leaked info on how to get the art or how to use it, they disable those skills on your character. A fun little mesh of reality and fiction, where you can pay the in-game price for out-of-game tomfoolery. And a way to actually implement some real secrets in the game. Sure, they'd still end up leaking out, and probably quickly, but maybe they'd change how you obtain them every so often (simple changes like moving the hidden guy who starts the whole quest series), so the leaks wouldn't be as bad. People wouldn't want to share if they knew it'd mean they'd have to start a new character to get the skills again, and maybe wouldn't even be able to, since it might change. A lot of the arts could become almost legends ("I saw a guy turn into a giant dragon!") since unlike other skills, they wouldn't be plastered all over FAQ pages. Okay, they probably would. Sigh. Weird idea, rather tough to actually implement, and probably one that would make players mad. My kind of thinking.

RPG stuff, that's what I think about these days. I just got Champions Of Norrath for the PS2. It's so much like Loonyland 2, it's weird. I keep noticing similarities. They even have the same ring of spells (although they implemented it the way I originally did in LL2, where you hold a direction to highlight one of 8 spells, instead of how it is now, where you rotate it). So don't think I ripped them off. I had all this stuff first! Now I don't recall what other similarities I noticed, but I swear there were many. It feels kind of similar, which is very odd to say if you look at it.
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  Water, Earth, Lightning, and Fire 01:04 PM -- Thu July 20, 2006  

So it's been a long time since journaling has occurred. What can I say?

* I just got a call from my wife who got a call from her friend telling her the story of the cruise they just went on (not my wife- her friend and her friend's husband). Apparently the steering computer turned it too sharply and it tipped right over! Yikes. Never trust a computer. They got their entire trip reimbursed, and didn't get injured, and the tipping was just 10 miles from their final destination, so it's all good for them (not so good for the people who were apparently thrown through windows in the process). Quite a story.

* Our garden is doing nicely. We have some reasonably tall corn all covered with tassels and things. It probably won't be too great, since it tasselled out when it was about thigh-high, but we'll see! There's definitely corn on it. Our garden fence, which extends slightly into the ground as a shield against digging, is working well at confounding the rabbits. But gophers are not impeded at all. The bean plants have been disappearing day by day. Some are gnawed down to tiny nubs, while others have been sucked under and vanished, just like in a cartoon. They were huge plants too, it's pretty sad, and they were making lots of beans. The zucchinis have been growing amazingly (after picking the first huge pile of them, it was pointed out that nobody at our house likes zucchini, which makes me wonder on Sol's reason for getting them!). The cantaloupes and watermelons are all shaping up great, but I'm really not sure when a watermelon is ready. They look perfect, but small. Either they'll grow bigger, or they'll crack and be ruined like the ones we grew at our old house. Tomatoes are doing great - they seem to be the easiest thing in the world to grow. In fact, we have about 10 of them that we didn't even plant. They just came up from seeds in our compost (several cantaloupes too, which are making fruit!). The strawberries all died but one, which almost died, but has come back and now has several berries on it. The raspberries are slowly growing as well, not doing anything too exciting. Oh, and the jalapenos are doing nicely, and the bell peppers are growing, but seem to be too overshadowed by the tomatoes to do well. That's garden news.

* We have finished installing an electric fence around our property, and so at last the dogs can run free(ish). They actually jumped over the fence the very first day. Oh, they got shocked. They just didn't care. They were closer to the top than the bottom when they got shocked, so they continued over. One challenge with it is that it cycles on and off in 1 second intervals, so that gave them, depending on timing, as much as a whole second to touch the wire with no effect. So we've moved the wire down in the corner they like to jump, hoping they'll touch it sooner and give up. We've also strung some non-electric wire across that corner just to make a physical barrier. They really seem to like that corner. Since then, they have not tried to escape again, and have been extremely happy to run free(ish) like in the good old days.

* There was a fire! It was about 1/4-1/2 mile from our house (always hard to tell). Scary. We got the stuff that was important all ready to go just in case it turned and came at us. It was a really small fire in the end, about 20 acres I think. But seeing those big plumes of smoke, and then seeing actual flames - that looked taller than the houses around them - was cause for concern. We've since gone by the site. It looks like a wasteland, all dead sticks poking out of black ground. No houses were even touched, but it burned into some peoples' yards. That was a nice thing to see - that this fire went right between a bunch of houses, and none of them were so much as scorched. The fire dept has good priorities, and they did a good job. We live in a lovely land of earthquakes and wildfires. Hey, no tornadoes or hurricanes!

* Yes, I AM working on Loonyland 2. It's movin'. This is probably the most complex game I've ever made. There's just so much stuff! Supreme is much bigger, but that's just because it has all those levels and monsters. This game has many more things that actually are a part of the code, interacting and needing to be dealt with. Once the framework of Supreme was down, you could just crank out levels with the editor and enjoy. This game, everything's got to be tied into all the quests and skills and all. It's a lot to juggle. I thought it would be quick and easy, but it's possible I was mistaken. It's far past the halfway point, at least.
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  Sneak Peek: Loonyland II: Winter Woods 01:56 PM -- Fri July 7, 2006  


It's been a while! There's a ton of new stuff in the game now. This shot here is, as the corner suggests, The Toy Factory. You had to know you'd end up in one of those eventually, right? This is kind of the finale of the first third of the game in a way. Once you finish the Toy Factory, you get a choice of how to proceed next, so the middle third of the game actually has two different paths to it, which come together for the final third. Guess you'll just have to play the game twice!

One thing that's happened a few times and made a big difference is that Sol has played the game from the beginning, a couple times, while I took notes. This has led to a lot of changes and improvements in the subtle things that make it more understandable and playable.

On the more major side, there's been a bunch of new additions to expand the gameplay options. I've doubled the number of magical powers that items might have, and now instead of them all being fairly weak, there's another tier of powers that are much rarer, which are of course more powerful. Then there are 'cursed' items (doesn't call them that in the game, but I do), which aren't necessarily bad at all. They just have both a plus and a minus. The plus is always bigger than the minus, but they are something for specific character types. For instance, a wizardly type player would be happy to get an axe that does less damage, but gives them more spell power, while a warrior type would find it useless. Things like that.

There are also more options to the equipment even when it's not magical. Parkas no longer just offer Armor, they also affect your maximum Stamina. Amulets now both raise your maximum Magic and increase the damage of your spells. So you have more to consider with equipment. The nightmare there was the fact that it increased the number of names for non-magical gear from 5 parkas and 5 amulets to 25 of each (which is how many there are for axes). It took a while to come up with all those names, and they're not all that explanatory. Like how powerful is a Jade Amulet? Well, it gives +5 or 6 to your magic, and 15 or 20% to your spell damage. Almost as good as a Ruby one! Nobody will ever remember that (I had to look it up myself), but at least having all those names gives it variety.

I also added a whole new category of equipment - magic lenses for your glasses. You combine them in pairs to get different magical effects. Lenses vary in rarity, and thus of course power, so the combo you make can be as weak as +1 Stamina all the way up to ... good things you'll have to discover.

Another major change just yesterday was to Stamina and Life. I moved it to gaining 2 Life per level instead of 1, so I beefed up the enemies accordingly. That will make it much harder to reduce all enemies to just doing 1 damage per hit, without making you die too much more easily, and it will also mean the beginning of the game is easier, which has been a problem. Lots of dying in the beginning. For Stamina, it's no longer limited by your current life. As clever as that was, it made it too punishing - when you got injured and were close to death, you also couldn't attack very much. So your Stamina has its own maximum now, and you lose Stamina when you get hit (not max Stamina, just current). It's kind of like a non-magical Magic meter, fueling your attacks. It reloads much more quickly than Magic does, but you go through it a lot faster too, since you attack so often. It's also easier to upgrade its rate of recharge. Oh, and the other big thing to Stamina now, that makes it a lot more interesting than it was (I'm kind of a statistics geek) - the Stamina cost of attacking is now equal to the damage of your attack (plus whatever extra costs your skills require). So what happens is, you may not want to use the most powerful weapon available, because you just won't be able to swing it enough. But later, as you upgrade your stamina amount, stamina recharge, and your Axe Mastery (or Throwing... the skills that decrease the cost of attacking in your chosen way), the bigger weapons become a more reasonable choice. I'm pretty happy with that system.

Okay, so anyway, back to the screenshot, there's new interface trickery! Note that the level name has moved over to the right side, and now all 3 meters are on the left side. And small! What's that about? Well, for one, Sol insisted, endlessly, that the Magic meter had to be over with the other meters. So there's that. But also, see how the life meter is much taller than the other two? That's a weird new thing I invented. The lower a meter gets, the taller it gets. When your life is full, it's as skinny as those other two. As you get injured, it gets bigger, making it stand out to your eye more (it also flashes when very low, because it's important). The idea is simple: you don't need to see your meter if it's full, but if you're almost out, it's important information. I think it works pretty well, but it's only been in since yesterday. We'll see. I've never heard of this idea before, so I better patent it or something, and start collecting royalties. I think it's pretty clever.

So there you go, with a highly technical and really long Sneak Peek. More to come someday.
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  The Toastmaster General 09:54 PM -- Thu July 6, 2006  

Okay, so I got City Of Heroes downloaded, and I played! I say these things to you now:

1. Best character creator EVER. There's just no words for it. Every player looks completely different, and each has their own unique style. It's even fun to just wander around in the city, clicking on other players to read their bios (there's space to write a bio for your character) and see what they did with it. The only righteously bad downfall to it is that you pick your powers, spend a half hour or so designing your looks (it's pure addiction!), then you pick your name... and only once you say you're ready to begin do you find out whether or not your name is already taken. So you spend forever designing a great character, like say Kitty Chaos, only to find it's taken, and you have to tweak to go with a new name. The whole point of the costume is to go along with your name, so it's truly ridiculous that you can't check to see if your name is available before committing the whole thing. My favorite character I made is The Toastmaster General, a fire blaster of course, name thunk up by Sol Hunt, and best name ever at that. He looks like a general, only fiery. I can't believe that name wasn't already taken! We tried to make our plant-looking character be called The Wallflower, but that was taken. Similarly, Agent Red had to become Agent Rojo, and the aforementioned Kitty Chaos became Master Kitty. Disappointing. The Tornado Kid had to become "The Tornado Kid.", because I wasn't about to give up that name! I also had to turn The Doormat (a guy who spent so long getting walked all over by everyone that he just got used to it, and is now invincible - he has a big bullseye on his chest) into The Doormatt, making his real name have to change to Matthew to suit it. Can you believe someone else came up with The Doormat first?

2. It does not feel superheroic to play this game. In fact, it's like they went out of their way to make you feel like a low-ranking beat cop instead. First of all, you get very much led around and sent on missions, so it's like you're a lackie for a larger organization - not heroic. Secondly, the missions they give you initially at least are nicely suited to your level - you smash up a bunch of level 1 and 2 badguys. Problem is, the mission entrances are located in the middle of dangerous zones of level 5 and 6 badguys (one level is a big difference in this game). So this mighty superhero ends up sneaking and running around and away from purse snatchers to get to his mission. That's the biggest kicker to it, really. On the one hand, it's really cool that instead of thugs randomly sitting around like monsters do in other games, the thugs here are actually stealing women's purses. It really makes you want to go after them, even if they are too low level to be worth any experience. On the other hand, what kind of superhero can't take on a purse snatcher?? There's lots of other little things to the game that just pull you out of superheroism. Later in the game it appears to get better, as you become able to fly or super-speed run, but initially, it's more like being a mage in a regular game. You just shoot fireballs at enemies that are just as strong as you. I think that was a design flaw (although maybe necessary for network code reasons) - if you want to make little thugs harmful to a superhero, make him plow through 50 at a time! Then at high levels, supervillains and giant robots.

3. I like it. I'm addicted. But it's really a minimal game. Unlike every other game in the world (possibly excluding Frogger), there's no equipment to collect. You just level up and improve your powers. Well, there are 'enhancements', but there's no surprises to them. It's like if an RPG had only one kind of armor, Chain Mail, and the only difference between different suits was their armor value. And further, you could only use armor values of -3 to +3 your level. So rather than wondering what exciting new stuff you were going to find, you just cross your fingers and hope to stumble across Chain Mail of (mylevel)+3. Totally uninteresting. And yet the game isn't uninteresting. For some reason, I kept wanting to light badguys on fire. I think it will get old quick, though. Already at level 8, the leveling has become painfully slow. Hopefully it will get old quicker than my very little bit of remaining trial time.

4. I'm going on a trip! Augh! I'm going to miss 4 of the last 5 days of my free trial!! Good thing I have an extra trial code. I'll save that for later. After Loonyland 2 is done.

And that's the news from Paragon City. I have actually been working on Loonyland too, don't be fooled by my apparent urban heroism. It's looking good. I should probably put up a sneak peek tomorrow for your viewing pleasure.
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  No Sale! 09:37 PM -- Fri June 30, 2006  

Okay, here's a company shooting itself in the foot, in a fairly small and subtle way. I did something dumb. Actually, this is a complex tale of woe, so let me backtrack to before I was dumb.

When I bought Guild Wars: Factions, it came with a bunch of Free 14-Day Trials for various MMORPGs by the same company. These are just codes that you can use to create a free account that expires after 14 days. Well, I've always been intrigued by City Of Heroes, and I have been getting awesome inspiration from games like this lately. In fact, sad as this may sound, I actually have taken to reading the World Of Warcraft message boards, just for inspiration. It really works for me - what is getting players excited in that world? That kind of thing. Mostly it's more like what is making players whine and complain, but that's another issue.

So, I went to download the client program for City Of Heroes so I could use my handy dandy trial and actually play the thing! I was very excited! But then it turned out that I needed to download 2.1GB to do this. How much, you ask? Well, after 2 weeks of downloading (maybe about 10 hours a day I left it going), I had gotten 1.7GB. Sadly, that's when the download reset itself and started over from zero (I think that's because they released a new patch - can I just tell you how very much I appreciate the Guild Wars streaming download system now? I can't believe these other games actually make players download hundreds of megabytes or more every few months!). I gave up.

Then, after a week or two, the desperation kicked in some more and I began perusing eBay. I found people selling the "Bootleg Edition" of City Of Heroes. Not nearly as sneaky as it sounds, this is actually a promo edition on CD that had been given away free in Gamestop stores - including one of those 14-day trials I had myself! So, since those were going cheap, I found one for around $6 shipped, and considered it cheaper than another 2 weeks of downloading.

When it arrived, that's when I was dumb. I installed the game, then went online to register my trial account instead of running the game - thinking hey, you need an account to play, right? Now, I knew there'd be a patch to download. I knew their latest release had happened long after this Bootleg Edition had been released. I was bracing myself for 200MB or more. And more it was. Turns out I needed to download 1.4GB on top of the 2 CDs of data I had installed off of discs!

Where's the dumb part? Well, as soon as you register a trial account, it begins to count down. So now, I am in my 2 weeks of free trial, only it's going to take the whole two weeks just to download the game!! So I did the logical thing - I contacted their support, explaining this (in more succinct form), and asking if my trial could be canceled and replaced, or something. This is where they got dumb. They said no, they can't do anything about it, get over it, punk. Possibly more politely than that. So they took a chance of getting a subscriber to pay them $14.95 a month and turned it into NO chance. That is just very bad salesmanship. I mean, I didn't ask for another code, I specifically asked them to cancel this one, so it's not like I was trying to hook an extra two weeks out of them.

Of course, there are two things they don't know: #1, I have another trial code (I got one in the Bootleg and had the original from Guild Wars). #2, I have no intention of ever signing up. Monthly fees? Not for cheapskate Hamumu! So it didn't cost them anything to do this, but it's still just bad policy. The funny thing is, they actually told me that if I got my trial code from a website, I should try and see if I can get another. Why don't they have trial codes to hand out themselves?

So that's the story. I can't say it was bad service, it was pretty prompt. But it was bad business!
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  The Source Of The Problem 06:08 PM -- Tue June 27, 2006  

I went to the dentist today for the usual cleaning. The hygienist told me "That one spot, the gums were bleeding really badly. When you floss, really spend some extra time there - it's the bacteria that cause that bleeding." Oh really? The bacteria? Funny, because I thought it was the razor sharp metal spikes that were being jabbed into my gum tissue that caused the bleeding!

See, the bacteria were there yesterday, and there was no bleeding. Today, the bleeding began. It began roughly at the moment a shard of steel was driven into my flesh. I think any detective worth his badge would be able to find the weapon used in the attack. Of course, the other possibility is that it was caused by bacteria, and the bacteria in question were right on the tip of the spikey thing, jumping into my mouth and slicing it up. If that's the case, perhaps the dentist needs to invest in an autoclave! And that, my friends, is the word of the day for today - Autoclave: A device for sterilizing medical instruments.

Actually, the visit went quite well. That was the only painful bit, which is a general surprise, and no cavities and they said I was doing a very good job. Then to go with my tooth trimming, I got my first haircut in many months, so I am now a respectable member of society.

PS - Does anybody know anything about electric fences? We're afraid that the one we got - since the manual says "DO NOT USE WITH DOGS!" - will not be safe for our dogs.
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  Sneak Peek: Loonyland II: Winter Woods 05:24 PM -- Tue June 20, 2006  


Here's a new region... take a wild guess as to what it's called. There's also a new enemy visible, and the green thing up in the air is a bomb launched by said enemy.

The cliffs operate much more nicely than the ones in the original Loonyland, but it's still rather funky, trying to map 3D behavior onto a 2D view. You can now slide down the cliffsides, which works nicely. Where it gets a little weird is when you slide down the sky. It all makes some sense, but it might take a little getting used to, mentally. I've even done some tricks where your shadow is down on the ground if you're up in the sky, and you stay in a jumping animation as long as you are on sky. That helps make it seem more real, but it's still quite a bit off from what makes sense. To understand that, you'll just have to play! Items currently sit happily on the sky (or in water for that matter). I should probably make them sink in water and slide down the sky and cliffs just like you do. That would probably be a nice touch... until you saw a Golden Axe go flying into the water and sent me hate mail.

Things are now pretty thoroughly implemented right up to a pivotal moment that divides the game in two. Probably something like the first half is done. The second half will go more quickly, since a lot of stuff done for the first half will be useful to it. I will begin some manner of beta stuff when the first half is more completely solid. That way I'll be trudging along on the latter half while testers (preorderers? Maybe) are playing the first half. I imagine you guys will be a bit faster than me, since you just get to ride the train, while I have to actually lay in the tracks, but that's the magic of playing a beta! Unfinished entertainment.
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  Born yesterday? 06:41 PM -- Thu June 15, 2006  

Not to harp on the nature notes thing, but right at this moment, I am looking out the window to see a rabbit drinking from a little bowl we have out there, a big lizard doing pushups on a rock, and - this is the key and the reason I had been staring long enough for the other stuff to show up - two quail and their new family of baby quail! And by new, I mean that these guys couldn't use the phrase "I wasn't born yesterday" with any veracity. They are walking through our chickenwire fence! They're like an inch tall! The mama or papa is sitting up on our garden fence, keeping an eye out. Of course, the other parent is just lounging around picking food off the ground. But it's cute how the horde of quailitos skitter around that one. I'm a bit concerned about how much time they're spending wandering into the garden itself, but it's alright. I don't mind feeding them. I'm pretty sure these are the 3rd generation in our yard. Last year, their grandparents wandered around our yard with their parents in tow as little babies themselves, though we sure never saw them this little. Maybe we'll get their kids next year too. Of course, once the dogs are finally free to roam the yard again, that may not be so likely.

So, nobody has commented on my proposed Loonyland 2 pre-order idea. What do you think? The proposition is that once it's ready for testing, I would open it up to pre-orders. If you preorder, you get to play the beta version until the final is released, at which point of course you get that instead. Benefits to you: play the game early, you're gonna be buying it anyway (you know you are!) so it's not like you're wasting any money, and have some impact on the final product with your suggestions. Benefits to me: I don't have to try to police testers to make sure they do their job and all that junk, and I get lots of testers for free (not very dedicated testers, probably, but it's an experiment). It seems pretty good all around, although there's a certain lameness to all the surprises getting spoiled before the official release. What do you think?
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  Nature Notes 10:08 PM -- Thu June 8, 2006  

#1 - A roadrunner in our yard. You know, except for a week or two ago when I saw one on the road, that's the first time I've seen a roadrunner (outside of cartoons) since I was about 12 (when I saw exactly one as well, and never before or since). They are just really rare. I guess they're not all that interesting, just lanky birds, but it's exciting to see them just because you don't!

#2 - Very cool. A California King Snake hung around wandering right in front of our house for about an hour (I was a bit concerned for his health). I saw this a week ago or something, but the camera is all set up to put its pictures on the Mac, and the Mac user is so busy with school that she never even turns it on, so getting the pictures is a pain. I give up - I'm just gonna tell you, and I'll show pictures if I ever get the chance. It's black & white striped, very distinct, like a zebra. A two foot long, pencil-thick, zebra. Very small snake. I read about them, and not only are they not poisonous, they actually eat rattlesnakes! I'm glad he's around. Too bad he's half the size of the rattlesnake I saw last year.

#3 - The extremely rare California Leaping Canine. We had to install chickenwire over the top of our dog kennel, and we only let our dogs into the yard when they are on leashes now (which is horrible for everyone). Why? Because they can jump a six foot fence from standing. We've discovered they don't even need corners to do it from, or any special gear like we thought (the corner of our yard they used to jump had some crossbeams we thought they needed). They just whoosh right over the whole thing. So not even the kennel was containing them. It's a mess. We're working on getting electrical wire for the fencing, which will be a huge pain, since plants grow all around our yard right at the fence. We're also trying to get them halfway trained, which is an uphill battle.

#4 - We have a lovely garden (it's controlled nature, it counts) that is struggling to survive the intense heat and sandy soil. The strawberries are all defeated already, but the corn is coming up well, the cantaloupes, squash, and watermelons are going crazy with flowers and the beginnings of fruit, and the tomatoes and cucumbers are doing quite well. There are assorted seeds we also planted, like an herb section, which are doing little, but something. Actually, the cucumbers and corn were seeds too, they're doing amazing. Our fruit trees are doing nicely too, except the almond. There's a lesson for you: if you buy bare root trees, do like they tell you: do not water them until they are clearly leafing out!! We pretty clearly killed the almond, and the mulberry is mostly dead. It's growing some lovely leaves right at the base by the ground, but everything further up is just a dead stick - all 6 feet or so of it. The other trees all have done very nicely, except for some massive holes chewed into their leaves by an apparent plague of locusts.

That's nature for you. She gives and she takes away.
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  Sneak Peek: Loonyland II: Winter Woods 05:25 PM -- Thu June 8, 2006  


Same pic, too bad for you! Things are really getting into gear here. I've added a whole stack of new people to talk to since the last sneak peek (all important - I'm still not making bystanders), and two new kinds of enemies, and a slew of new area, progressing the gameplay along. Actually, with the addition of some quests and stuff, it's actually going in a different direction than it was - literally. The gameplay was supposed to proceed left/west from the Terrible Tundra, but it turns out there's a rather large detour to the right/east first, where you get your first bits of actual plot.

That's something I'm happy with - the plot is no more intelligent than the one in the first Loonyland, but this time it's at least there. You get bits of it as you go along, through quests, and it culminates in a finale that ties it all up - while of course leaving some loose ends for sequels. Seems like in Loonyland, you got "Save us please, but from we don't know what" at the first moment, then nothing until the very very end when you meet Bonkula and discover he had an evil plan. Not much of a villain I suppose. In this one, there are several villains of varying degrees, and though you don't meet the ultimate one until you face it (with good reason!), you'll get to know the others a bit and it will tie together well. Much more of a dramatic arc. But still senseless, which is fine. I play RPGs for the gameplay and exploration, not the story.

So it's really getting in a groove, a nice fast-moving one. The big job I'm not looking forward to is making the tiles for the cliffs area. That's gonna be a big ugly job. I just hate making tiles, and that's all there is to it.

In the areas I have been making, there's ice (it's centered around a frozen lake). The ice works differently from Supreme and such - when you step on it, you slide straight until you either bounce off something and slide back, or hit land again. So it's a lot like Rafts in Supreme. There are only a couple 'puzzles' for this, and they are extremely short and simple. This is not a puzzle game - the whole thing is just an excuse to level up and blow up monsters! Incidentally, jumping onto the ice (you can't jump when already on it) has just the effect it should - the ice breaks, you fall through.

That reminds me, water is different here too. Since you can jump, I couldn't just bop you back and hurt you like in Loonyland, and I didn't want it to just be fatal, because that would be annoying. It's kind of annoying in Supreme, but it's suited to that game. In this game, it just wouldn't be fair. So how it works (as I type this, I realize it's a mind-numbing tiny detail that nobody cares about, but I've already typed this much, so let's proceed) is that if you fall in, you get hurt and teleported back to the last spot where you were on solid ground. Same goes for crashing through the ice (which, oddly, doesn't leave a hole in the ice!). It may not make sense, but it's good clean fun.
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