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  Two Fun Games To May-Be 09:40 PM -- Mon August 17, 2009  

Just sharing a couple game ideas I've been kicking around and can't seem to let go of. It's always fun to set those down here. They will probably never happen, but they're fun to think about.

Kid Mystic: Armies Of Evil

I have a certain fondness for the Kid Mystic universe. It is most definitely not Loonyland. It's basically a fairy tale land (there are even fairies!), with the kingdom of Tulipton, and the Monster Wilderness, and the completely stereotypical wizard outfit. I'd like to explore that world more and see what is out there.

But more importantly, I really enjoy blasting big groups of guys with AoE ("area of effect" - spells that hit multiple enemies at once) magic in WoW. The specific set of tools a Frost Mage gets for doing that is a lot of fun - you run and round guys up with a magic shield on you, then when it's about to break from them hitting you, you blast a frost nova to freeze the monsters all in place. Then you blink away and throw a blizzard down on their heads, which eventually breaks the frost nova, and then things get interesting (if they're not all dead from the two Blizzards you can drop before they reach you), with assorted tricks at hand.

So I thought, I want a game that's all about that! I was also inspired by Atari 2600 WoW, which it turns out is a really fun game, that does a great job of distilling down the 'point' of several different WoW classes, and giving you the fun of exploiting a small, focused and interlocking set of tools to deal with various encounters.

So, thus you have Kid Mystic: A.O.E. - Kid Mystic sets out of Tulipton on a dangerous trek through the Monster Wilderness (for some reason) and levels up spells in one of several sets (or mix and match, but probably not until higher level): Ice, Fire, or Thunder (did some thinking about Poison, too, but I don't know if there's enough tools there). The monsters come in vast numbers, and basically you run around and round them up and mow them down. Very fast paced, very fun. Sort of like the Crimsonland type games as well (perhaps Smash TV is more memorable?), in case the influence count was too low.

Each magic type has a different style: Ice is about controlling the enemies - freezing and slowing them, so they don't hit you as you gradually destroy them. Fire is about doing tons of damage at close range, so your life is very much at risk, but you can kill them quickly. Thunder is about moving quickly and escaping danger while you destroy.

MikeyQuest

The actual gameplay and content of this game, I have no idea about. Well, I have some ideas, but they're beside the point. The point is the game layout/style/scheme/some other word. MikeyQuest is like an MMORPG, but single-player (it's online, and downloads the maps and enemies as you go, that kind of thing. Probably auction house/trading stuff between players, and of course chat, but you're each playing in your own world). It definitely has leveling up, lots of leveling up.

So what's so special about it!? Well, I would release it with only about 5 levels of content. Just sort of the beginner area where you get your first things. And probably only one playable class. As you travel around and reach the edges of the content, you see a vast empty void of stars. The world just ends. But, here's the part I like, as *I* play it, I go along and create new quests, expand the terrain (handy in-game tools would let me actually throw down new terrain in my path as I traveled!), add monsters, etc. Whenever I leveled up, I'd sit down and think "Hmm, what new skills should this class have at this level?" And I make them! So when I gain a level, there'd be this big game-wide announcement "HOORAY! MIKEY HAS DINGED!" (that means 'gained a level'), and the level cap for all you not-Mikeys would go up by 1!

Eventually, I'd get bored with that class and roll up an alt (that means start a new character) of a new class, adding that in. And in playing it, I'd be like "I already did these quests, bleh", and I'd head off in a new direction, and lo, new quests and monsters would appear before me to meet my blade. So when I did that, you too would now have new starter content, and a new class to try, and so on. After a year or two of me playing like this, there'd be a huge detailed world, a game truly worth playing! Warning: I am a total altaholic, so the level cap would probably be 20 and there would be like 50 character classes. But there'd be a lot of stuff for them to do! Like one day I'd be sitting around going "I don't wanna go questing. Why can't I craft things out of wood?" and lo and behold, there would gradually become a Woodworking profession, that I would level up, and gradually add new recipes to!

The reason I invented this idea, and what I love about it, is that it fulfills my desire to level up and try out new things. Normally, when you make a game, it's just a boring grind playing the same bits over and over and growing to hate them, or at least not want to play them. By the time it's released, it's no fun. But I'm in business to make the games I want to play, so it's no fair I don't get to play them! WoW has shown me that I really don't care about 'lore' or the reasons behind the quests. If a guy tells me to kill 10 boars, I'll go do it, no questions asked. I'm good like that. The fun for me is then in employing my assorted abilities against said boars. So it wouldn't bother me that I'm never surprised by the storyline or the scenery, I'd get to enjoy what I always enjoy - leveling up, getting new skills (even if I have to invent them), theorycrafting on which ones should combine with others, and squishing monsters with them.

It sounds awfully fun to me, a perfect replacement for the money I waste on WoW every month. It would need very robust tools for making the content, though, or I'd spend all my time replaying things fixing bugs just like usual.
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  Meet The Bunnies #1: Order Knight 11:37 AM -- Fri August 14, 2009  

I'm going to complete the entire Loonyland Tactics game with just one army, The Order Of The Snuggly Bunny. Once everything is working deliciously with them, I can gradually slip in the others. The game should be released and played by millions with just one army. The others will add spice!

So to that end, I've been working out exactly what this army contains. Let me take you, every so often, through the units of that army. I won't be giving out any numbers, because I'm not messing with numbers at all until I actually have these things live in game where the numbers might mean something. Today, we meet the backbone of the whole force. The cheapest unit, of which you will have many in every game.

Order Knight
This is your basic infantry unit. A man in a bunny suit, armed with a poleaxe. Cheap to buy, low-medium damage, weak armor, low-medium life, medium speed, medium vision. Just your basic soldier. He can eventually obtain 3 active abilities and one not-so-active, if you choose the appropriate skills when leveling your commander (Captain Capitan):
  • Slash: This ability does not require skills to obtain. It's just a basic melee attack. This being a rather standard turn-based game, attacking ends his movement.

  • Fury: This is a buff you gain each time you hit an enemy with Slash. You can stack it up to 5 times, and it never goes away. It either has no effect, or it gives you 1 Armor per charge (maybe a skill would add the Armor bonus, but it seems sad to spend a skill point to gain nothing!). So look below to see why you want it.

  • Fist Of Fury: You can only use this when you have at least 1 Fury. It uses up 1 Fury to quickly strike someone for 1/4 normal damage. The wonderfulness is that it does not end your movement to do so. If you have 5 Fury, you can wander around smacking 5 guys before ending with a Slash.

  • Furious Slashes: You can only use this with at least 1 Fury also. It uses up all your Fury to strike your target that many times for half damage each time, but it is armor-piercing.
And there is the first one! A nice straightforward attack unit, easily countered with ranged attacks (I think). I'm trying to stick in several interesting mechanics in each unit, so that I have to develop the code to manage such things, making it easier to make the future armies. If that makes actually playing too confusing, I can always trim them down to more simple features (hey, Advance Wars just has plain old attack!), and still have the ability to make the fancy features for specific units that need them.
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  The Magic of Loonyland 11:44 AM -- Wed August 12, 2009  

I mentioned earlier that there's a religious system in Loonyland. So let's hear about it! You have already met 2/5 of the pantheon if you finished Loonyland 2. You see, there are 5 Titans that rule Loonyland - and by that, I actually mean 5 kinds of Titans, there are in fact hundreds or thousands of each. Each Titan has dominion over one aspect of the land (or not-land in 2 cases). They are the machinery that makes the world run. The people of Loonyland often follow one of these 5 Titans, worshipping them and bringing them offerings at temples that are set up in various appropriate places. In exchange for their obeisance, they gain magical power of the appropriate type. It will be clearer after you meet the Titans:

Ice Titans - Remember them? They are petty and cruel. That shouldn't speak ill of their followers, though. If you lived in the frozen north, you'd be quite nice to the Ice Titans too, if you wanted to keep living.

Sky Titans - Think hard to see if you've seen one of these! They control the skies - whether it rains or is sunny, the actual rising and setting of the sun, the winds, anything that goes on up there.

Sea Titans - These oddly live in the ocean, and I have yet to decide how they appear. Whale-like? Squid-like? Cthulhu? They control the tides and all that stuff. Despite being Sea Titans, they're also in charge of lakes and rivers. Water in general.

Stone Titans - These slow-moving, long-deliberating guys rule the mountains and deserts (sand is just very very small stones, you know). They are the most non-magical of the Titans - a Stone Priest (there are Priests of all 5 types, and they're not very priestlike - more like mages with magic of the appropriate sort) is a big warrior that smashes things with a stone hammer. Logically, these priests value toughness above all. There's plenty of magic powering that smashing, but it's all much more physical and, yes, earthy than the other Titans.

Green Titans - They are the Titans of the woods and trees. All plant life is their domain, but they of course live deep in forests.

So everything that goes on in the world (except for things animals do, which is up to them) is a negotiation between these Titans. Sky and Stone Titans argue over how high mountains can be, Sea Titans want to encroach on the other Titans' land (and woods and ice). Green Titans want to spread their forests out into the deserts. And of course, the nasty Ice Titans just want to cover the world in ice, but they're held in check by the other four.

The Titans have various personalities (individually, and general stereotypical ones for their kind), but their followers, as I mentioned above, don't necessarily fit with that. Someone who's flinging ice magic around isn't an evil person (of course, Baron Von Frostburn is), and a follower of the endlessly benevolent Sky Titans isn't necessarily your friend. It really has more to do with where you grew up, who you've turned to for protection, and of course as usual, who your parents worshipped. Then there could be someone actively seeking magical power - they could cynically make offerings to any Titans they wished. In general though, Titans are not going to bestow much favor on someone who is spreading their offerings around. The Titans know if you are being true to them!

That's where the Priests come in. They usually live at a temple devoted to their particular Titan, and they spend most of their time in some sort of worship to it. As a result, they have great power with that 'element'.

In general, nobody ever sees the Titans. It's not like they're having chats with them (hence why their personalities don't affect worship - people don't even know what they're like in the first place). They work behind the scenes, just managing the world. When your wedding gets rained out, you decry it as the Sky Titans messing with you (and most likely, wedding planners are making offerings in the hopes of preventing it), but you'll never know if it really was something out to get you, or just where the rain had to be at that time. The arrival of the Ice Titans in LL2 was completely abnormal, as was what happened in the ending. There are always rumors of seeing different Titans, but it's like the Loch Ness Monster - that log out in the lake is not a Sea Titan even though Billy Bob swears it is.

And if you wonder where fire fits in, it doesn't. Fire just happens.
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  Daily Sketch #9: Doodley Doo 05:39 PM -- Thu August 6, 2009  

That's why it's called Morning Doodles, folks! All the O's are because I was having a really hard time drawing smooth lines and circles, so I just decided I'd practice making circles. It got rather addictive. And seriously, those are honest attempts at making perfect circles. Back pain is not conducive to precision drawing, that's for sure. But I'm always really sloppy with my lines and curves, I just don't have a steady hand.
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  Yea, Verily 04:36 PM -- Wed August 5, 2009  

I'm having fun, having blocked out a couple hours 3 days a week for "Hamumu art". So not knowing what else to do, I've been making these Snuggly Bunny units! I won't be needing them for a very long time, but it's fun to do, and productive.

This is of course the Priest. He'll have a marginally more interesting name than that eventually (Order Priest? He may be more specific than that... Loonyland has a religious system we haven't discussed!). His holy censer is a lot like a mace with a hula hoop, so I hope he finds a slot in his move list for "Bonk".

What you can't see that I think is kind of cool is that like all Snuggly soldiers, he has a bunny hat. His, however, is a hood with the ears on top, so since the hood is pulled back, the ears are hanging down his back (you can kinda see a bit of them behind his arms). But, this being a 'board-game' where guys don't ever face away from you, you'll never see them! Oh well.
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  Bunny Stats 06:01 PM -- Tue August 4, 2009  

This is tech stuff that many people won't care about, but I know I dig right into things like this when it's for a game I'm excited about (Diablo III...), so here you go:

I'm settling on the specific stats that units will have in LL Tactics. It's not actually final, and I'll probably find some I need to add later, but these are currently the stats:
  • Might: most physical skills base damage on this
  • Brains: most magical skills base damage/healing/etc on this
  • Guts: your max life
  • Feets: movement points per turn
  • Armor: reduces damage taken when hit
  • Eyes: tiles of vision
The only reason we have both Might and Brains (which are the exact same thing, but applicable to different types of skills) is simply so that I can have Commander talents that boost one or the other. You wouldn't want "Might Of The Hedgehog" to increase how much your healers heal for, would you? So other than that, Might and Brains are pretty straightforward. An Order Knight will have something like "Slash: hit the target for [Might] damage." (where [Might] is replaced by the actual stat value, dependent on your talents). Other skills might do "does [Might/4] damage to everyone in a radius", so it's based on Might, not necessarily the exact amount (maybe [Might x 2 + 7] sometimes!).

So why stats at all? Why not just say "Slash: does 5 damage." in the skill? First off, as I mentioned, your Commander has talents which affect the Might of all units (or specific ones), so it's nice that they can boost the damage of everything without reading like an encyclopedia ("Slash does +1 damage, Whirlwind does +2, Axe Bonk does +1..."). Secondly, a unit might buff its allies with "+2 Might to all adjacent units" or something. If instead that were "Adjacent units do +2 damage" it would unfairly boost weaker attacks (like that [Might/4] one) and have a minimal effect on big ones. Also fun here is that it can boost Might or Brains - makes sense for magical stuff to get magically enhanced by one guy, and warrior stuff to get cranked up by a different one. Without stats, that would again be a laundry list. I am also considering (maybe not at release...) having various items your Commander can get which boost the stats of your units. So stats are nice.

That's about all the stats I'm sure that I need. Some others might sneak in there. Conflating healing spells and damaging ones into one stat is iffy, but you don't need 500 different stats!

And yeah, Armor probably needs a Dumber name, but I'm not sure what.
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  Boing Boing 06:05 PM -- Mon August 3, 2009  


It's a Bunny Rider! Well, work in progress, anyway. Note that when riding a bunny, the Order Knight can wear much heavier armor, since he doesn't have to walk. I know the bunny looks sickly, but green is the color used to specify "this changes color according to what team you are on", so it will actually only look sickly when on the green team. I'm not sure I actually want the bunny fur to change based on team, but it'll probably look nice, very pastel easter funtime. I'm also considering making units not change color at all, but sit on top of colored base pieces, to further emphasize the board game aspect. And that way the base pieces can be different shapes as well, so colorblind people aren't lost. Their life meters could be embedded in the base too.

I just got movement working! On my copy at home (not playable online yet), there is now an Order Knight you can click on to order around the map! It's so advanced that it's basically back at the point it was during Behind The Dumb #1. Pretty amazing.
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  Daily!? Sketch #8: The Headless Dinosaurman 05:02 PM -- Mon August 3, 2009  

I'm back! I have a spot in my actual schedule for "morning doodles" now. It's 15 minutes long, so that's how long I had to make:

The headless dinosaurman! I was really running out of time by the time I got to the rider, so I was just whipping along with him. He's some sort of hippy in cargo pants. Then I was even more completely out of time when I got to his head, so I decided not to bother trying to make one and just threw a pumpkin on there, thus headless dinosaurman. Which makes you consider how silly it is that "horseman" means a guy who rides a horse.

Also, I don't like the striped strap on the dinosaur's neck, but that was really in the absolute last seconds, not even time to erase the stripes.
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  New Hamumu All Over! 08:24 PM -- Wed July 15, 2009  

In more new Hamumu news, my office has become new!


I don't know if I've discussed this before - I think I did on Behind The Dumb - but a while ago, I moved my office out of the actual office and into the living room. When I lost my laptop, I no longer had a handy way to come out and spend the evening with the family and still play WoW work on stuff and help out customers. So I just moved the office out here to solve the issue.

What this picture shows is that today, I expanded my operation to make life more productive and better. I moved my old computer out here in an L with my new one (I practically AM in an office at this point), so I have no excuses! I can work on 3D Studio with great ease, as well as use my favorite and handiest audio-editing programs. So this whole place is becoming quite the command center. And the cats like it, too. They never had any room to be on my desk before I added the new section. I also added a table, which is what's in the corner of the L, occupied by Ollie.

In the grand tradition of keeping monitors very carefully supported in case of earthquake, the newly-arrived monitor is on a shoebox, labeled Anatomical Comfort, which is indeed what it provides, because putting the monitor down on table-level would be hard on the ol' neck. And the funky round alien next to that box is my amazing microphone, which doesn't work with Vista.

I gave Blender a shot at replacing 3DS, and I did learn how it works (basically), and can build a model in it reasonably, but getting remotely good at it would take a whole lot longer than moving this desk did, so I used the ol' noggin (directly above the ol' neck) and worked out this non-learning-based solution instead. Remember kids, never learn if you can avoid it.
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  Monster Collection 05:30 PM -- Mon July 6, 2009  

Hamumu has a large collection of monsters from the large collection of games. So why not let you, the Dumb Folks, collect the collection of monsters from the collection?
The collection is just a fun thing to have. Every account gets a random set of 5 monsters. Some are rarer than others. Then, via a very simple process you will discover, you can gradually gain more of them. It's just a little thing to encourage interacting with your fellow Hamumoids. Then I can also use these little monster cards in the future for some other stuff, like a web-RPG like Kingdom of Loathing! That's not in the works, but I always like the idea.

Big thanks to the guys who are right now helping me by making these pictures (it's a tiresome job, I can tell you after doing a whopping two of them)! Two thumbs up to AtkinsSJ, Bunnybot5000, and SpaceManiac who are the ones who've actually already sent me the first batch they did. Don't let that pressure you other guys who signed up to do it, though - I sure didn't expect same-day results! It's quite amazing. Now how can I get you guys to write my games for me...
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