Hamumu Games, Inc. Hamumu Games, Inc.
 - Home - Games - Blog - Halloween - About - 
Page 1/125 2 3 4 5 > >>
  Kickin' the map into the river 03:54 PM -- Thu February 12, 2026  

In Loonyland Second Story: Woody's Quest: The Ancient Tunnels of Yore: Hyper Fighting, I have gotten a version of map generation working:
There's a lot to go, but this is the basics. It produces maps that are more open than I would like. You probably notice some very very repetitive elements here. That's not a concern right now - it's just because I only have a few pre-made rooms at this point, so they repeat like crazy. Between those pre-made rooms is randomly generated squiggliness (which then gets 'decorations' like the brown dirt patches and little wall chunks - also very repetitive at this point). I'm pretty happy with this so far, but it does need tweaking so it's not just a wide-open area with the special rooms just sort of scattered in it.

And of course, you can see this is the pause menu, so there is going to actually be a mini-map you can look at! It will be nicer than this, but again, it's a start. I wouldn't have made this so early, except I needed a way to visualize the map generation, so it just made sense. And of course it will fill in as you explore, not show you the whole thing at once.
And here's a fun new element! I started making the first non-Woody creation for this game. It's currently called an Iceguard, just cuz. Could be called a Snow Crab but it's ice, not snow. It isn't just another enemy for variety, it serves a specific purpose in your quest.
1 commentBack to top!
  Woody's Quest 10:56 AM -- Wed February 4, 2026  

Speaking of Loonyland X-2: Challenge Of The Tunnels: The Withering Tree: Axial Tilt Omega, Woody is now fully animated in-game and running around! Provided you only use a single axe and nothing in your off-hand. In reference to the art layering system from the last post, I think what I've settled on is simplified, which is always the right answer: a full different animation set for each combination of gear. This is the easiest to implement, the easiest art pipeline, and possibly even uses less data. That's because with layered art, I had to make frames for every possible animation you could do, with every weapon, even if that weapon can't do that animation, just to keep the animations aligned. Obviously those could be blank frames, but that would also be a pain, to have to blank those frames each time. This new method means with each type of gear he only has the actual animations that that gear can do, which cut his total animation frames to about 1/3 of what I had (multiplied by the number of different gear combos, but the other method also needed that, just potentially trimmed down to only the different pixels between items). It has its own challenges, but overall I think it's the simplest.

If all that sounds confusing, imagine trying to figure it out in the first place! But in other confusing complexities, here's a fun screenshot from my current work:
The game currently outputs that text file on startup as a test. This is my Roidvane Sequencing Tool (I am absolutely trying to make 'fetch' happen, since 2011!). It's kind of like a view one level more abstract than the map generator - it is figuring out what items should go where on each floor of the dungeon, and what other items should block your access to them (i.e. Pvt. Public is the guy who gives you the Pine Key, so to get Skill #156, you need to have rescued him first, because Skill #156 is behind a Pine Door). Then the map generator's job will be to produce a physical layout that implements this plan. Note: there aren't 306 presents or 209 skills - each collectible just has a unique ID.

It was a very fun process figuring this out once I actually sat down to do it. Each item has a preferred depth (so you gain certain vital features early on, and there's a general progression of keys and puzzle types, and there are some endgamey elements that will normally appear way at the bottom), and the deeper an item belongs, the more likely it is to be blocked by a roidvane, and it is more likely to be blocked by a roidvane obtained at an earlier dungeon level than it is on (so you don't usually need an item from the 50th floor to get something on the 1st floor... but sometimes you do!). Of course it's all random, so your dungeon may have some real oddities like not getting Phileas (who is very important!) until way down deep, but that's part of the variety.

The trickiest bit is that it then has to do a check for dependency loops (need the Pine Key to get the Mitten Key, but the Pine Key is behind a Mitten Door, uh oh!). Fingers crossed that I got that right, as it's kind of hard to prove it's not just been lucky in my tests. We'll find out when testers play it!

The parenthetical numbers are the floor that the roidvane is found on, so as you can see above, you have to reach level 38 to rescue Major Fishbug before you can get the present on Floor 2. But that's because, on the first few floors, there's no room for you to have gotten roidvanes above them. And yes, that is something that is handled to a degree! The first 4 floors of the dungeon have greatly reduced chance of needing any roidvanes at all, everything just sits out in the open. By the bottom of the dungeon, almost everything is behind some kind of barrier, but of course by then you have nearly every roidvane so it's not really an impediment.

How this all translates into an actual physical map you explore is the next big challenge, and I'd say probably 14 to 93 times as difficult as this was. I've swung back and forth between pure generation (traditional maze/dungeon algorithms that lay it out one block at a time) and putting together hand-built map segments. I have settled on the latter, but the hand-built rooms might be connected by algorithmic tunnels (which allows the rooms to be of arbitrary size and positioning, rather than evenly spaced on a grid), we shall see. At this stage of the development, lots of the work is just plain mental, imagining these systems in the abstract so I can break them down into something that can be created. That's how I spend my time going to sleep every night, just arguing with myself in my head. It's weird.

And always looming over it all is the terrible fear of how bad the non-Supreme level editors are... maybe porting that over is worth the effort.
1 commentBack to top!
  Woody's Ways 11:59 AM -- Wed January 21, 2026  

In an effort to make life fun and interesting, Woody's arsenal in Loonyland 2-SS Alpha: Adventure Stories: The Tales Of Woody In The Tunnels Of The Titans: Prologue: Part II, is expanded by having an off-hand slot. Axes are still your only weapon choice, but in your other hand, you can hold nothing, a shield, another axe, or a talisman to boost a specific school of magic. Whatever suits your build. Why would you choose nothing? Because then you can use the new Power Stance skill, which lets you two-hand your axe! Obviously that means slower, bigger, and more powerful swings like any good souls game. I did however have some doubts just now and googled Power Stance only to find that it's actually dual wielding. So maybe it needs a different name. Whatever it's gonna be called, it's the ability to use one weapon in 2 hands.

On a related note, the new Rogue skill tree offers a Dual Wield option which is all about attacking faster (speed increases as you use up Stamina), with a big double strike when you exhaust your stamina.


The big challenge of this is art-related. Woody is going to have a lot more animations than Loony did, and I think we are going to have to have some kind of art layering so the different gear options can be drawn on top of you rather than having a full animated character for every combination of items. I am pretty sure I won't go so far as to render the specific gear pieces you have, but who knows, maybe it will be easy! I don't know how that will all be done, we are in the experimental phase right now. But it's interesting experimentation. And as you can see, Woody is rigged now, so I am actually animating him. In many ways this feels like a dead end - why work on an art pipeline and techniques for this old paletted art system which I will probably never use again? But hey, I can work on what I want, so let's see how it goes. Maybe it will inspire the creation of Adventures Of Bouapha II.
Comment on this entry...Back to top!
  Back to the tunnels! 10:11 AM -- Tue January 6, 2026  

Over my very long, and very exhausting, Christmas break, I decided I would do a wintry activity that sounds fun. And that was hacking away at the Loonyland 2 code!

If you are familiar with LL2, you'll find a ton of new interesting fun facts from this image. It is however far from finished. Ultimately, this is such major changes that it isn't just "the LL2 rerelease". This is officially Loonyland 2X: Titan Tunnels (the 2X is not official, not sure how I want to name this exactly, but you get the idea!)! WHAT!

The current plan is to release a normal Loonyland 2 rerelease on Steam at some point. A minor update much like what we did with Loonyland. The main purpose is just to get it out to more people - it's still free on itch.io, and will probably just have basic Steam features (high scores, achievements, probably workshop support for add-ons?), so you can go either way. In addition to the obvious bug fixes, we'll be sure to ease over some of the roughness as well - like making the achievements less horrific. But no major changes.

Then Titan Tunnels. This game is probably not actually canon. Surprise twist, you don't play as Loony!
It's Woody Woodsman! I worked with some handy tools in Blender (Palette Studio - highly recommended for palettizing and rendering 8-way facing sprites, as well as tutorials on how to do toon shading and cartoon lines) to try to replicate the original LL2 style. Not sure how exact I got, but that is what you get.

Anyway, Loony has [spoilers redacted] at the end of LL2, so now Woody is left behind to find the Ice Titans are still at it. Inspired by Loony's heroics, Woody takes his own axe and descends into a massive sinkhole that has appeared in town to find the rest of the townspeople who are all mysteriously missing. It's a roguelike dungeon, in the traditional sense - like Rogue and Angband more than Vampire Survivors. But with the roguelite element of building up your town (rescuing the villagers) to gain more options and power for future runs. And no permadeath, unless you turn on the Ironman modifier. Probably.

I'm very excited for the new mechanics, skills, and talents in Titan Tunnels. That's my sweet spot for sure. The reason I make games is to create those mechanics, it's a shame I have to make all the content and gameplay surrounding them in order to have them exist. A few highlights (subject to change!): the Rogue skill tree which allows you to dual wield axes and use stealth, the Defense skill tree you see above, new melee and throwing skills, lots of new magic skills (each magic school now has a full page of 10 skills), possibly a new school of Arcane magic (I've only written down skill ideas), and a class system which helps you push into a specific build so skills aren't totally random (or a fixed order like LL2). Also lots of new talents to go with all that, and a complete overhaul to how talents work (already done!) so you have more control over them.

As for Broken Build Simulator, I've come to terms with the fact that the vast majority of the remaining work on the game, which I have studiously avoided even to the point of adding 8 new weapons to the game because it's more fun to do, is entirely audio-based. Music and speech. There's only a little gameplay content left to make, but months and months of audio. So I am leaning into the Hamumu ethos of "Artisanal handcrafted games, from our family to yours" (which has always been our tagline, I don't know how you didn't notice), and studying music making. The game may not come out for yet another 5 years, but when it does, it will be artisanal and from our family. It is my most personal game and I figure it should personally be all me. You'll definitely see why when you play it (in case the plot description on Steam didn't make it obvious). I'm really catching that roguelite wave at its peak!

Funny side story about that last sentence: When I was designing the overall arc for the Loonyland series (which I did towards the end of making Loonyland 2, looong after starting said series), I told somebody about the plan, and I was told that the things I was referencing/parodying in my plot were old news and people won't be interested in those references anymore. Twenty years ago. It's still the plan too, so I am nothing if not consistent in my ability to be current and hip! 6-7!
1 commentBack to top!
  I do still live 09:54 AM -- Tue November 11, 2025  

I know there is little evidence to support this, but I remain conscious (about half the time), and am sort of functioning.

I remain firmly ensconced in Borderlands 4. I haven't been so hooked on a game in years, perhaps decades. Perhaps since Borderlands 3 to be fair. It's just not losing the fun factor! Maybe I should be learning from it. I will say that my complaint about bullet sponge bosses doesn't hold up. I don't know if I just was new to the game, as that was my first character, or if it was just a really bad build, but I have not had a similar experience on my 11 other characters. And going back to that first character (still my highest level one), she still feels much weaker than the rest. So I dunno. Bad build. Brooooken build perhaps???

I have made a little progress in Broken Build Simulator, working on the Super Secret Endgame Events which are fascinating. Not a lot of progress though. But it's not all my fault. Most of my time has been taken up with life, not Borderlands. We just closed our grant application window at Rock Rose Foundation and we have been processing the applications, which was a very large portion of my time for several weeks. Then we are in the midst of about 5 dozen household projects. I honestly am having a very hard time finding any time to work. I have noticed I have a form of ADHD or autism (self-diagnosed!) where if I don't have a day completely free of outside obligations, I just can't even begin to dig into my self-driven work. And boy have I not had a day free of obligations in months!

Today it's a workman here, who is going to turn off the power for an hour at some random point not yet determined, someone potentially coming over to hang out this afternoon, some house chores, and of course more Rock Rose work. Squeezing in Hamumu work is totally possible. I am well aware that there are literally hours of free time available. But I just can't get that momentum going when I have these other things hanging over my head. I can sometimes poke in for a few minutes, but that's about it. It's annoying and stupid!

Maybe it's burnout and I need a solid vacation to clear the brain-pipes, but if (note: the workman just interrupted me writing this sentence) that doesn't fix it, then I just wasted that vacation time also not working! Yeah, existential crisis. Brain failing. And that's what drives me into playing a game. I can accomplish things inside games.
6 commentsBack to top!
  Vacation on Kairos 11:41 AM -- Fri September 19, 2025  

This past week, Borderlands 4 came out. I am for the first time in years doing a full video game vacation (for a week so far!) because Borderlands is 100% my game. It's the one. I used to say Diablo II was my all-time favorite game, and for many years I'm sure that was true. But ever since Borderlands I was released in 2009, I have been locked in. It's the perfect combo of complex skill and gear systems with fast action gameplay. My heart lies at exactly that intersection. So it's great to have a new one. Which is very awesome except for some nitpicks. The biggest is why WHY WHY does it include the "acquire" bounty board objectives where you have to hold the acquired object in one hand and can't even drive your motorcycle with it? You can carry 50 guns in your backpack, but not this little plant sample? The system itself is good - there are some fun short challenges inside missions where you need to get a battery somewhere and juggling it while grappling onto walls is a fun and interesting challenge (the Crawler challenges are based around this and they are some of my favorite things in the game). My own game Wee Ninja is closely related! But having to just jog over a mile of flat terrain while holding one is not fun or interesting. Especially fun is that half the time you throw the item (because you need your hand for other purposes), it ends up vanishing. Sometimes just because it's almost invisible and you can't find it again, but other times I'm almost positive it actually resets to its original location. So that's my pro-tip: Never take the Acquire bounties. You don't have to, they're not side quests or anything, just random content.

It's also very very hard, and specifically the bosses are insane bullet sponges. On the final boss, I ran out of ammo multiple times over before winning (you can collect more, but the fact that I had to do so means he took way too many shots). I really wish the bosses had about 1/3 the life that they do, but I know the pros can kill them in literally one shot as-is. Still, probably better to tune for the normies, right? You can't even use leveling to overcome this, as their level is based on yours (pet peeve alert). I may have just gotten even older somehow, though. Super fun game, and it's really built for satisfying moments of gameplay involving the dashing, gliding, grappling, and your special abilities. It really feels at its best when you are facing a giant crowd of enemies and you're zipping from place to place dropping grenades, ground slams, head shots, and then punching the last guy into a bloodsplosion.

Before starting that vacation though, I finished major content in Broken Build Simulator - We now have all 24 weapons fully implemented (and in need of serious balancing), and Trigonometry Wars is complete (and in need of serious balancing). That just leaves one more game mode... and the endgame mode which I wasn't sure I was going to create for a long time but now it seems like an integral part of the 'plot', so it's happening even if this game takes another 3 years to complete. And of course, 99% of the commentary tracks need to be recorded (and 80% need to be written). So lots of creative churning out of content, moreso than creating of gameplay and code. Hopefully in a couple months we can head into a beta testing phase with some new testers while I continue to churn out said content. I'd really love to see some fresh input from somebody other than the two knuckleheads I have been bouncing this game off of for all of this time. If it turns out the game is insane, it's because it's aimed squarely at those two. Much like Borderlands 4, BBS is definitely too hard right now.
2 commentsBack to top!
  Trigonometry Wars 12:25 PM -- Mon August 11, 2025  

Broken Build Simulator is back in full swing, or at least 3/8 swing!

I mentioned that the last two game modes were the trickiest, and finally the complex logic at the core of the 2nd-to-last one is developed: Trigonometry Wars is (spoilers, don't read if you don't wanna know!) a Clue-like game where you are gathering clues around a mansion to solve a murder. Just as you would expect from a geometry based twin-stick shooter. Unfortunately, all of the suspects are very close-lipped, so you will have to beat information out of them. It's a combination of Clue and a boss rush! Your score is based on how quickly you can solve the murder, so you need luck with getting the right clues, logic to put them together, and of course your ability to defeat the bosses quickly. Also, don't die, because you lose if you die (much like life!).

Implementing the random generation of a logic puzzle was a tall order. But I have something that works. It's not quite the same logic you know from Clue, but it does get you the info you need to nail down the murderer, motive, location, and weapon. I think there's a learning curve to it, but it all makes some sense in the end. Maybe.

Presently, six of the nine suspects are done (although none have sound effects set up, ugh), so this mode is almost there! I'm really happy with how very different each fight is, although the balance may be a bit iffy.
1 commentBack to top!
  Summer vacation 10:58 AM -- Wed June 25, 2025  

Things be slow here in Hamtown. I'm struggling to get back into Broken Build (but I have done some work on it!), while at the same time I am doing a whole lot of research and tutorials to learn something else entirely. And also just playing games. You know how it is.

So, no announcements of new creations, but I will say I am improving my Blender skills, and learning how to use Godot. I'm really liking it! I hope it doesn't come to a crashing disappointment like Unreal Engine did it. So far, it clicks with my style way better than Unreal did. Actually, I think I will share, for anyone else who wants to learn this, the big tutorial that got me a really basic knowledge of Godot: Godot for Beginners: Learn to make a 3D Platformer by BornCG. It's very much aimed at high schoolers, and is so basic, but that was actually perfect to get into things, and made it easy to step aside from it to online docs to make things fancier or more correct.

So that's all, just an update! Go buy Kid Mystic!
2 commentsBack to top!
  The fun never stops! 05:35 PM -- Tue May 20, 2025  

First of all, a very important reminder:

KID MYSTIC: ENCHANTED EDITION IS HERE!!!
We've also done the first major patch for it, cleaning up a lot of stupid things and making it 31.4% more awesome. If you haven't bought it, it's literally mandatory that you do. If you have bought it, please please leave a review on it. I don't even care if it's a good review (secret: I definitely care, but it helps me either way!), I just need to get enough reviews that Steam will promote the game to more than 3 people. Late stage capitalism is consuming is all.

So what's next here at Hamumu? Well, the fun is never stopping as the title says. Broken Build Simulator is about 80% done, so I gotta get back to that. Click on the name to wishlist it right now before it's too late! But I had so much fun updating Kid Mystic that I am also working on a little side project when I would otherwise be playing video games (90% of my life). You will never guess what this side project is so don't even try.

Warning: honesty. I am scared to go back to Broken Build. I know I have to do it, and the tech and gameplay are great. There's just sort of a... an emotional crisis with it? It's the soul that is broken. I need to figure out what is going on with that. It's hard to explain the problem, but there was a brief moment when the clouds parted and it was going to be the greatest thing I have ever done. But things happened and now it needs to re-find its heart. To be honest, I have not even opened up the project since I started Kid Mystic. So I should probably do that soon. Maybe next week. I'm taking online Blender classes right now!
2 commentsBack to top!
  What's the haps? 02:31 PM -- Mon April 28, 2025  

Let's just be honest here and say I don't blog as much as I should. But I am here now, so appreciate it! This is just a general collection of notes about life, the universe, and significantly less than everything:


Kid Mystic: Enchanted Edition is coming out May 5th for $14.99, and you better wishlist it now or we'll run out of wishlist spots for you! FOMO!

Since I finished the heavy part of the work for Kid Mystic, I have been a bit adrift. Obviously, stepping back into Broken Build Simulator is my next task, but it's a daunting one when I think about returning to something I haven't messed with in a couple months. I will do it, don't get me wrong, but right now I'm on a bit of a break, floating near it.

One thing I've been doing is making notes, and even part of a 3D model, for a different game entirely that I shall not name at this juncture. It is the next thing I'm really excited about working on, though! But yes, BBS first. I promise.

Another thing I've been doing is playing Last Epoch. They just released season 2, after a year of season 1. The delay was ridiculous, but the results are undeniable. If I haven't lauded this before, let it be known that it is among the greatest of games and if you are into the Diablo and Path of Exile ARPG style, Last Epoch is the best of them by a mile. Where Diablo 4 is floundering and overly mindless, and Path of Exile 2 is brutal and overcomplicated, Last Epoch is absolutely perfect. It's rather easy but the endgame scales to infinity and beyond. It has the most amazing systems behind it, with every skill having its own skill tree (my invention of years ago, by the way, stolen from my mind because I didn't wear a tin-foil hat), a far better loot filter and storage system than any other ARPG, and the universally accepted best crafting system. The build variety absolutely eviscerates the competition. Any skill you want to build around, you 100% can. I assume they aren't all ideal in the late endgame, but as deep into it as I go, nothing has ever been a failure for me, and I've built easily 100+ characters since the early access launch. It's just so good I get giddy every so often at one or another system when I see how tightly it all fits together. It's not a perfect game, but it keeps me obsessed and coming back more than any other game.

On a related note, I am still grinding away on Unnamed Space Idle, which you'd think I just ignore for days at a time given the "Idle" in the name, but in fact I actively spend probably multiple hours every day poking at it, and it's the first thing I check on and tweak every time I wake up. Like Last Epoch, it is the king of its genre (at least that I've played), and I highly recommend it, and it's free! It has not gotten old after a year+ of playing, which is pretty good for a game you don't play. I haven't even gotten into all the systems of it yet. I mean, maybe I don't recommend it because it has pretty thoroughly disrupted my entire life.

So yeah, lots of game playing. Also watching Apple TV which we finally cracked and subscribed to, so I just have to note that the shows on Apple TV are shockingly good. I got it because I watched the first episode of Severance on an airplane, but Shrinking, Bad Sisters, and of course Ted Lasso, have all been super good, and I've been told of several others I have to watch. There's just not enough time in the day since I have to play Space Idle!

So that's me these days. What are you up to? What's the good stuff you've found in the world?
6 commentsBack to top!
Page 1/125 2 3 4 5 > >>
Copyright 2021-2025, Hamumu Games Inc.