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  Sneak Peek: Costume Party Dumb Pack 08:44 PM -- Thu January 15, 2009  



The two costumes I've got all nice and finished, minus some polishing that they are sure to need! First let's recall Yerfdog. In the upper right is a lovely shot of his mighty inhale. It makes the same puffs as the North Wind does. You can't tell, but the Laser Tree is further left than it was when he started. Actually, notice the bullet? That came from the tree. His breath also moves bullets (but he can't inhale them, they just hurt him if they get to him). His breath works through walls, which could have puzzle purposes. Not that he can pull guys right through walls, but he can make guys on the other side of a wall move.

In the lower left is an inset shot of Yerfdog with his mouth full. He looks kind of fuzzy. That's a result of something I'm considering - it's a smooth rotation he goes through while bouncing around. It looks kind of nice except that, as you can see, it makes his pixels frizz out a little.

So Yerfdog can inhale enemies and spit them out! They're not weapons when he spits them out. His job is purely to get things from one place to another. That makes it much more of a puzzle tool than if he had the ability to kill things with it. If he had that, he'd just suck up a crate, spit it at someone, inhale again, spit again, until the victim was dead, then move on to the next. Without that offensive ability, he has to plan. What does he want moved, and where should he put it so that it won't hurt him? He can only jump 1 tile while carrying stuff, so it limits him a lot. His normal jump is huge and very floaty. But it can be controlled - a light tap will make a small hop instead.

The other hero you see is none other than the Happy Stick Ninja! As you can see, he has 3 main abilities. At the bottom, you see him in stealth mode, lurking like the Vampire does. No real difference from the Vampire except that he hides much faster, and he has no attack, so he has to hide! That always bothered me with the Vampire. His attack was so effective that only Scream Queens really ever need to be hidden from, and you can even kill them in the right circumstances. Oh, also he has to push down to hide (if not in the shadows, it just makes him duck, which doesn't dodge anything, it's just for looks).

Further up, he's standing. He can stand. Further up still, he's doing a wall-cling. From there he can hop across and back and forth to move up that pipe he's in. Pretty standard ninja ability, implemented in a very user-friendly way. I find that wall-jumps tend to be one of the harder to execute abilities in most games. They're always quirky in some way and you can slip with little mistakes very easily. So in this game, I made it as simple as I could: the fire button is "Grab". If you are holding it when you hit a wall, you hang on to the wall. While on the wall, you can tap up or away to leap off. If you release Grab, or push down, he'll drop down instead. All very simple, and won't lead to mistakes and slips.

And at the very top is something few ninjas can do (but few are so lightweight and 2-dimensional!): a ceiling grab! Like a wall grab, you hold Grab when you hit the ceiling. One tweak though: you also have to be holding up. That's because I ran into issues where you'd inadvertently grab the ceiling a lot, and it's a problem, because once you are up there, the only thing you can do is drop down.

Happy Stick Ninja has no attacks. His purpose is very simple and raw: he provides the joy of fast-paced running and jumping. He's very easy to control, moves very quickly, jumps fairly high (almost but not quite 3 blocks), and can stick to things all over the place. He should prove fun to play, and be used to make really solid platforming challenges. Oh, and of course he can pass through grates. I am considering letting him climb on grates like they were ladders, but that may be uncalled for.
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  Sneak Peek: Costume Party Dumb Pack 12:54 PM -- Tue January 13, 2009  



What's to see... the new rounder-headed Bouapha (yeesh, the complaints!), the Yerfdog costume, Shroom, Cliffside, Color Tickers, and the new 'fake bricks'. The fake bricks aren't just a Dumb Pack feature. I got really tired of people cheating by editing their graphics files, and then making levels that are impossible for non-cheaters to win, or at least incredibly annoying. So now, even though it doesn't look nearly as good, we all get partially transparent fake bricks. If you look closely, you can always spot what's behind fake bricks now. I think it's really dumb, and it ruins a lot of nice things (such as having invisible 'machinery' in a level that controls your platforms appearing and disappearing), but don't blame me. Blame the people who cheat and the people who think "challenge" is synonymous with "trial and error". I've also made No Costume Zones deadly if they are on grates now.

Ranting aside, you know about Bouapha already. The Shroom I have explained before. Cliffside is just a new terrain, equivalent to bricks, except unsmashable (so Witches can zap it). It automatically applies grass on top as needed.

Then of course Yerfdog! He's not fully implemented yet, but my plan for him is that he's light and floaty, like the ghost, but can't actually bounce in the air. He just has a regular (but very high) jump. The unique feature of his jump is that, if it works right, he'll be able to control his jump height by holding the up arrow longer. But his important ability is, as people suggested in the forums, the ability to inhale enemies (and crates) and then spit them out later. That should prove a lot of fun. Sneak up behind a Scream Queen and inhale her, then you are safe to move through before depositing her somewhere else. He will probably be impaired in some way while carrying a monster - unable to jump at all, perhaps? Maybe just a shorter jump.

The last new thing was also suggested on the forum (sorry, I haven't been keeping track of who suggested what! Take credit in the comments!), the Color Ticker. Three colors available, as you can see. When anyone steps in front of one of these, all Tickers of that color begin ticking, and it acts as a switch. After 8 seconds, it switches things back and stops ticking. You can restart the time by touching it again (or another of the same color). So this should be really handy for timed challenges. Can you hop across the spike pit before you lose your platforms? You can do the same thing with monsters moving on switches, but it's more elegant to have the player able to control when the time starts. Of course, you could also have a monster controlling that, couldn't you? Also, it looks cool because a little hand sweeps around the clock as it counts down.
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  Flood 07:24 PM -- Sun January 11, 2009  

This weekend was a Mini-LD48 contest with an interesting theme. Each contestant was to make a game that had a single level, and was completely monochrome (you pick any one color and then can only use shades of that color). You got to pick from a pile of secondary themes (pretty much every theme that had ever been chosen for an LD in the past) for your entry. That didn't constrain me enough, so SpaceManiac told me to use "Flood" as my theme. Thusly limited, I could create!

Well, sort of. I didn't take the whole thing very seriously and didn't actually code anything ever even draw a pixel of art. But I did come up with a semi-working game! It's a card game, and you can give it a shot yourself. We played it a couple times to try to work it out, and I think it's actually just a tweak or two from being good. It's not really fun for humans to play, but you can. It would be better solitaire, since the Flood's strategy is easy to automate (but it's still too much thinking and doing for an 'opponent' in a solitaire game). It really would work best played against a computer (where I could also change the specific cards available to make it more challenging), but go ahead and give it a try to see what you think, and where you think it could be improved most easily:

One player is Player, the other is Flood. Each player has a full deck of cards, but Flood has all cards lower than 5 removed from the deck. Both shuffle separately. To start, Flood lays out a row of 8 cards across. Any that are lower than 10 (Aces are high) need to be discarded and redrawn until they are 10 or higher. Reshuffle the remaining cards, including any discarded. This row of high cards is The River.

The Player's set-up is a lot simpler: just draw 3 cards from your own deck.

Each card in The River is representing the middle of a column of cards 7 tall, so there are 3 empty spots above and below each card. Imagine, if you will, that there is a house in that 3rd empty spot. The Flood's goal is to destroy the house by rising its water to that point. The Player's goal is to save as many houses as possible by blocking them off with sandbags.

The Player goes first, choosing any card from her hand to lay down in any of the empty spaces. This is a Sandbag. A Sandbag blocks the Flood from playing any card there that is lower in value than the Sandbag. Player should play cards sideways just to differentiate her card from the Flood's (if the decks look the same). Then draw a replacement card.

The Flood then draws a card and plays it off of the River, extending any column up or down by one card. It can only play a card if it is equal to or lower than the value of the card it's being played off of. It can play in empty spaces, or on top of a Sandbag if its card is equal or higher than the Sandbag. The flood's robo-strategy is simple: play the card drawn off of the lowest card that it can be played off of, preferring to extend longer columns over shorter ones. If there's no valid place to play a card, it is discarded.

The game is over when the Flood is out of cards or every column is either completely flooded (all 3 spaces in that direction have Flood cards) or unbeatably Sandbagged. The player then receives 62 points for each house that is saved (the contest said your game should award 0-1000 points, this makes a max of 992). There's no winning or losing, just scoring higher or lower than your previous attempts.

There is only one special trick to make things interesting (it probably needs more, and there was another, but it made it too easy for the Player): if the Player can get 3 Sandbags in a row horizontally that are the same value (and none of them are flooded over yet), those 3 are unfloodable, regardless of value.

All in all, this is a game you tend to win with most of the houses unflooded. You pretty much inevitably lose one or two, but it's very easy to keep more than that from going away. It's extremely luck based. I don't think it makes a very good card game, but probably kind of a fun quick diversion when on the computer. And of course on the computer, I would get to tweak what cards each side had available until it was reasonably challenging.
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  Happy New Year! 11:55 AM -- Tue January 6, 2009  

I have been away for a while! Not actually away, most of the time, but away from working. I had a lovely winter break, thanks for asking. Except when my back exploded. I'm still recovering - in fact, I'm wearing an ice pack right now. But it can be dealt with while I enjoy the comforts of sitting around playing WoW and watching movies and getting presents. I also took a short trip to Texas for a family Christmas.

So, when the New Year happens, people make resolutions and such. I don't. But I do try to come out of the cocoon of slothful winterdom and emerge as a productive butterfly of functionality. A lot of times I'll set goals, but not this year. This year is more exploratory. I'm working on setting up a schedule to pursue many different creative venues. I even got a book on how to compose music! Who wouldn't want Loonyland 3 to be a musical?? I also got painting supplies for Christmas (I foolishly put on my list "Painting supplies (don't know what kind or anything, it's your job to make me learn to paint!)"), so I need to do that. I was very inspired by seeing Gabe from Penny Arcade try out painting. Of course, he started out being an amazing artist. But it might be a fun thing to try.

Another venue that I'm always trying to dip back into is board games. Every Christmas it comes up again because I play some board games again (sometimes my own, though not this year) with people, and my gears start cranking on the possibilities of rulesets and how they intertwine. The limiting factor with these is of course manufacturing. Unlike a video game, you can't just put it out there yourself. You need someone with skills to produce a physical manifestation, and they want to make a lot at once, for a lot of money. A lot of games sitting around the house gathering dust...

So all that stuff should be fun and really expand the old cranium (not physically, one hopes). I also have a ton of post-holiday house cleanup to do, including making the office much better. I want to set it up as a really good, comfortable studio for all these pursuits, instead of a pile of junk with a computer sitting on top. One of the reasons I wanted a video camera was so I could shoot Making-Of videos! I better have a non-horrible office if I do that. I also need a tripod.

In the same-old, same-old vein, I'll be working on The Dumb Pack and Loonyland Tactics. Did I mention at some point that there are now Shrooms in Dumb Pack? They work as suggested on the forum - they are walking trampolines, and if you jump on them, they spew poison to either side, which hurts enemies (and you) other than Shrooms. You can also kill the Shrooms, but then how will you bounce? Making those was the closest I came to doing work during my break.

Now I need to make a newsletter! Something I have been dreading and postponing since the 1st. I forgot to do the interview, haven't done anything productive in the past month, and there's only one Winter Wackiness world. So don't expect it to be very interesting.
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  Christmas Tradition 11:20 AM -- Thu December 25, 2008  

It's tradition for me to wake up on Christmas morning with my spine shattered into a million pieces. We are keeping tradition! I can't spend much time on the computer, and history shows that this is going to get a lot worse to the point where I am stuck in bed for the rest of the day. Whee. Don't expect Winter Wackiness too soon!
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  Tactical Thoughts 11:05 AM -- Fri December 19, 2008  

Still no code whatsoever (or graphics or sound) in Tactics. I can feel it bubbling up, though... someday quite soon, I am going to hammer out a prototype in a couple of hours and have something! Of some sort.

There's a fundamental key part of the game I haven't quite nailed down. It's the overall format of the battle. For example, in Land Of Legends, that's "start from your base and go capture other towns (takes multiple turns standing on them to get them), from which you can build more guys of that town's race, until you capture your enemy's base by the same method." Long and convoluted, but there you go. I haven't played Advance Wars in a while, and I need to do that today. My copy has a dead battery, so I get to start from Tutorial 1 when I try it. I really need to get a more recent incarnation of that game... it's research! But I think Advance Wars isn't far removed: "start from your base and go capture factories (by having infantry stand on them for a few turns) from which you build guys of your own type, until you capture your enemy's base by the same method."

One thing for sure in my game is that you won't be able to build enemy units by capturing their base. There may well be neutral units or special units you can obtain on different maps, but on the whole, you'll be commanding your own guys. That's important to me. Each army has a unique 'hook' that makes it synergize in a certain way, and I don't want you flailing around with an odd assortment (of guys you don't have skills enhancing) just because the base that makes them is closer to your enemy.

I kind of would like different armies to have different methods of expanding, but I think that would require very specifically tuned maps to work. For example, if Eyeball Trees had to infect Woods spaces to build new units, they'd be incredible in a heavily wooded map, and have just one unit in a desert map. If someone who normally played the Desert Dudes (not actual name, no name yet) made a map, they might not even realize trees were needed for the Eyeball Trees, or maybe they would realize and would leave them out out of spite! So I think everybody has to be based around the same resource. And I think we can safely assume that resource is money. I'm not interested in the RTS style of having several resources and having to collect them all in various proportions. I think.

One thing I think is important is having multiple points of interest to take all around the map. Otherwise it's just a question of the shortest path between your base and the enemy's. Are those points of interest more potential bases, gold mines, or 'Power Crystals' or what? I think bases might be the way to go. I hate making everything just like other games, but it definitely amps up the complexity of the underlying strategy if capturing something means a new location to launch your assault from.

I am pretty sure I don't want capturing to work as it does in those games, however. Standing on the base for several turns. That bothers me somehow. Attacking the base for X amount of damage might be an idea. Then that would make the final capture entail destroying the enemy base, which is kind of nice to me. But the nice thing about a capturing mechanism is that it's something different from the rest of the gameplay. Here's an interesting off-hand thought I just had: what if a unit could visit your home base (only? Or any base you own?) and pick up a Flag. Then he could carry that flag to a neutral or enemy base and drop it to claim the base. While carrying the flag, he would move half speed and be unable to use any abilities (that includes attacking). Perhaps dropping the flag on the spot if killed. That would be interesting, because you could see who was a flag carrier and focus on stopping them. I like that concept. It could be tougher to take their home base from them, either requiring multiple flag drops, or blasting away some gates before you can drop a flag.

So many other whirling thoughts... I want information to be important. Fog of war. Units with big sight range that are horribly weak would be very important to see incoming foes. Some guys can hide, invisible until they attack or are bumped into. Some guys with automatic attacks if someone walks next to them (combined with stealth=ambush!). So you can be attacked on your own turn, in that way. Kind of non-traditional things, that couldn't be done in a non-computer game for technical reasons.

People have discussed the leveling-up idea. Here's my thinking on it right now: skill trees, sort of like WoW's talent trees. Not nearly enough points to buy everything, of course. Hard decisions to make all the way along, so in the end, you have built a certain type of character. And more importantly, depending on where you invested points, you've unlocked certain new units and powers, so that you have a different army in the end than someone else who plays the same character you do. Hard to balance, for sure! But fun. Of course you gain levels playing single player or multiplayer, so you can build up your abilities (both your actual skill and your character's skills) against the computer before you face deadly humans. I saw somebody express concern that if you leveled up your archers, that's all you'd use. But this is a strategy game. If you only used archers, no matter how good they are, your enemy would come in with Gargoyles that take half damage from arrows and wipe them out in melee. It always takes a mix of units, and your skill choices will determine what mix is available to you, and how you weight your mix. If a single unit is dominating with certain skills, then that's time to do some adjusting. I fully intend for this to be a live and changing affair, which I will constantly tweak until it's ruthlessly fair.

Cooperative multiplayer sounds fun to me. Like a raid in WoW, you and a few friends take on the Black Beast Of Grakkazorg, and have to all work together to slay it (unlike a raid, each of you has an entire army at your disposal). Also of course competitive multiplayer, hopefully with up to 4 players in a battle. And single player, against the computer. Only, I'm not good at writing AI, and I don't even like fighting against smart AI anyway. So the computer wouldn't use the same armies as you. It would have mindless hordes that rush at your bases, and you have to hack them back. I think those kinds of challenges are quite fun. Not every TBS needs to be the classic head-to-head chess match.

One thing I have considered but most likely won't do is have giant units. Huge things that take up 2x2 tiles instead of the normal single tile. I think that would really add to the drama of a battle (and be ideal for 'raid bosses' like above). Each army could have one such thing at their disposal, and home bases could be 2x2 themselves. The problem is the technical issues. How do you deal with something that occupies 4 spaces at once? It's tricky and annoying and a lot of special cases. If it turns out to not muck up the code too much, I might go for it, but it's probably more added complexity than I want if I want to be done in a reasonable timeframe.

I mentioned a 'hook' for each army. Let me give you a fun example I was throwing together the other day. This is loosely based on reviews I read years back of Dynasty Tactics games. The Onion Ring has Bruisers and Thugs (among other things). Thugs are thieves, of course. Their abilities include a pickpocketing type attack, the ability to hide (turning invisible until someone moves adjacent to them or they move or act), and Sneak Attack, which is a passive ability that instantly attacks any enemy who moves adjacent to them. They can only Sneak Attack once per turn, so if someone happens to take a path that moves next to them twice, they won't hit them twice. That obviously is meant to combine with Hide, but that's not its only purpose. Bruisers are the huge guys with clubs. They have a Smash attack, which does a little damage and inflicts Weakened Armor on the enemy for 1 turn. Weakened Armor reduces or removes the enemy's armor (depending on balance), making them take more damage from all hits, and it also makes all attacks that hit them knock them back one space. It all sounds fun and exciting, but not truly so until you know that Weakened Armor is applied before the Smash does its damage. So a Smash will always knock back one space. If a Thug is waiting next to that space, he will hit the victim... and knock them back again. If he was to the side, instead of facing the Bruiser, the enemy is knocked into a third space, where another Thug could be lying in wait. It'd be theoretically possible to chain someone right across the map (unless they die first)! Now that's just fun. It's tricky to get the situation set up just right for more than a couple of hits total, but certainly not impossible. I think I need to give Onions another unit that works with this combo stuff somehow, but not quite sure what. Would be nice to have someone else who can start combos, so Bruisers won't be annihilated on sight.

So that's how one army can have a unique hook that makes them fun to play. Nobody else has that combo trick. Eyeball Trees have an interesting thing where they can only make Seedlings that are very weak, but can plant themselves into mighty immobile Trees of various types. A very unique play style in their own right. They will probably have one or two really high-end slow-moving trees too. Some other army might have a high stealth component in some way. Maybe one will have a lot to do with healing - sure you can hurt them, but you better finish them off, because they'll all heal each other on their turn (and/or regenerate)! Another could be about wearing you down with poison over time. Maybe one has several units that get stronger as they take damage. Or vice versa, very scary guys that lose their scariness the more they are beaten on. Just scattered thoughts. Only the Onion Ring and Eyeball Trees are well-defined at this point. Well, Bonkula's army of the undead has several solid units designed, but they don't really have a specific gameplay theme to them. Which I think is okay. It's just fine to have 'standard' armies which are just fun because of the unique abilities of their units individually (Vampires can turn into Bats, making them much weaker, but very fast moving, flying, and able to see great distances. So you can swoop in a bunch over the mountains, then change back for an assault!).

That's a big old brain-dump for you. I'm not working hard at this time, and not feeling guilty about it. It's the holidays, peoples. But I think I am going to make the Shroom idea from the Costume Party thread today. I drew it yesterday.
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  Snowed In! 08:48 PM -- Wed December 17, 2008  

Just gonna post fast while I can! We are pretty seriously snowed in today, and it's looking like tomorrow too. Kind of exciting in a boring sit-around-and-watch-Buffy way. The bad side is that our satellite dish functions poorly in blizzard conditions and when covered with snow and ice. So I have been offline most of the day. Beating it with a broom seems to solve the problem when it's not getting immediately re-snowed. So just a notice that I may not be available for large portions of today or tomorrow.

And also, I will be bored!
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  Fun Dots 06:21 PM -- Mon December 15, 2008  

People have been yammering on lately about this polygon Mona Lisa, which indeed looks rather cool. So I gave a shot to a variation of it on my own today just for fun. Mine is a whole different (and much simpler) concept. It generates pointilist art by randomly placing dots on a canvas, and then comparing it to a piece of art you've provided it. If the dot made the canvas closer to the artwork, it keeps it, otherwise it tosses it out. The end result is like this:


Well, I say end result, but you can let it run much longer than that. It gets fairly accurate given a long enough time, but the dots are pretty big, so it can only do so much. I made a different version first, which was cooler in a way, but took about 1/4 second per brush stroke, so I never even let it run long enough to find out if it was actually trying to generate the right picture or not. It looked like this:



Pretty nifty. If you want to try the faster pointilist one yourself, you can download it. It's tiny. Instructions are in the readme, and you will need paint program knowledge to get any particular use out of it (and unzipping skills to run it in the first place).
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  Christmas Shopping 01:23 PM -- Sun December 14, 2008  

This weekend was the not-very-official Ludum Dare Christmas Album creation time. Of course, we had 48 hours to create a song for the Christmas Album. As of this writing, there are two songs submitted. Phil Hassey's Joy To The World Sort Of, and my own Christmas Shopping. Unfortunately, my official singer had a sore throat and couldn't perform, which really ruins Christmas Shopping. It's a classic Christmas carol with moving lyrics and a strong message of the season. Since my singer wasn't available, I ask that you provide your own singing! It's easy enough to sing. Skip the first bit of music, which is just for atmosphere, then begin singing with the chorus at the faster little tidbit right after it (sorry for my advanced musical terminology, I hope you are following me). Repeat the chorus each time that fast bit comes up! The lyrics:
(chorus)
Christmas Shopping
Pain in the rear
Planning to go
Early next year

(verses)
We're Christmas shopping
Parked in the far lot
Time for some walking
In the cold

Santa's at the mall
Not at the north pole
You want a football
You get coal

Shoppers are fighting
Tempers are rising
Everyone's buying
Wal-mart crap

Went Christmas shopping
Bought stuff on a lark
Now we are stopping
Where'd we park?

Remember to go singing this around your neighborhood every year! And clap at the clapping parts!
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  Sneak Peek: Costume Party Dumb Pack 02:27 PM -- Thu December 11, 2008  

Feeling decidedly unproductive over the past week or two, I decided to get decidedly decisive! I threw down the gauntlet onto the keyboard and mashed out some new code and graphics for something I knew I could progress on, since I am still bumbling about mentally on the Tactics game:



Who is that standing mightily amidst the wreckage of bricks most foul (you could almost call it putrid debris...)? I thought he would end up a lame character with no unique hook, but while he doesn't bring any new major game mechanics, he certainly does fill a niche of his own. He has standard running and jumping skills, and his one ability is to toss hammers in any direction. The hammers fly straight, and ricochet off of walls. As you can see by the wreckage, they also smash bricks. So he is the only character who can smash bricks at long distance, and that can hit things (including bricks) that are in unreachable places, thanks to the ricochet. Yep, he's the bank shot character. You need one of those!
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