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  Sneak Peek: Winter Pack 11:40 AM -- Thu November 6, 2008  



Man, when was the last time I did a sneak peek!? It feels so odd. Here are the elements I've created so far for the Winter Pack. From left to right, that is:
  • Laser Tree - shoots DEADLY LASER BEAMS from its star. It's the vertical equivalent of the Deadly Tree. There is no downward-shooting version, and I am not so sure one is necessary! Although there could be Missile Toe...
  • Ice - Slippery, of course! It's possible to build up an unlimited amount of speed on ice (provided you have walls to bounce off of), and then when you jump, you go flying incredible distances.
  • Icicles - When shot, they fall down, and work as crates (crushing those beneath them, working as platforms). As you can also see, they float in water! That gives you a handy way across. Interestingly, Icicles are perfectly content to hang in midair like bricks do, until they get shot. It makes for some unique platforming situations.
  • Santa costume - Just like the other costumes!
  • Water - Hop in. Everything moves slower in water, and gravity is greatly reduced. It feels really 'right' to me. You also get a breath meter, which runs out scarily fast!
  • Bubbles - Luckily, there are bubbles, which can restore your breath. Not the floating ones, though. You have to stand on the bubble source to get breath back.
  • Gifts - Push down when you are Santa to set these on the ground. You have a limit of 10 of them active at once, and they can't be overlapping.
  • Santa! - There he is, at last. It was tricky getting to where I am in this shot. As I've mentioned before, Santa drops gifts, and then presses the action button to detonate them all. You can stand near edges to drop your gifts on guys down below too. And of course, blowing up the gifts under you (as I am about to do in the picture) rockets you skyward. These two gifts are enough to get me almost up to the ledge in front of me. Santa can jump, but he only goes up 3 pixels. Even underwater, it's not enough to get up a block! Jumping right before you detonate can give you a tiny extra boost, though. If you line up a bunch of gifts and explode with you in the middle, you can go about half the screen in height!
That's the Winter Pack so far! I am going to make the Snowman today, who will throw snowballs that freeze enemies temporarily, making them useful stepladders. Or at least I'm going to try that. I thought that made more sense with freezing breath, but snowballs will be a lot more useful (and with the arcing effect, you can hit things below you!). I am considering the idea of letting him freeze the water too, but that's a pretty big issue technically, and I am not sure it's worth the complexity (plus, one little snowball freezing up an entire lake?).
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  Game-A-Week And Beyond 02:01 PM -- Wed November 5, 2008  

There have been a lot of questions (and freak-outs) about what Game-A-Week is. That actually hasn't been solidly defined, but in various thoughts and discussions over the past few days, I think we now have an official consensus on exactly what it would be.

First though, let me say that in the process of taking a shower this morning, I decided officially that I'm not doing Game-A-Week just yet. I want to do a few more 1-2-3 month games first (with the same web-power that Costume Party has). Maybe 2010 will be the year of Game-A-Week, or I'll start in mid-2009. One of the main considerations is that, as I've said, I really need to work on marketing. Doing Game-A-Week will be a very full time job. No time for marketing then. So I want to do some of that first.

Well, it was just a random shower thought. I guess official is a strong word for that. But it's what I'm thinking. I absolutely for sure want to do it. I don't want to be one of those guys. You know, the ones that die never having made a game a week? That would be a travesty. But seriously, it is one of those things - I don't want to miss out on the crazy experience that it would be, and never know what it would've been like.

So what is Game-A-Week officially? The name gives most of it away. Game-A-Week is a 3-month process (we call that "a season" of Game-A-Week - there could be many seasons). For 3 months, I create one game every week. During the process, I blog about it, and when I'm done, I post up a youtube video or such to show it off. Even if the game isn't really functional at the end of the week, it's done, and I move on. Of course, it better be good, because I will be trying to sell it! You can buy a Game-A-Week season, presumably for $19.95. You choose when to buy - if you have faith in me, buy it the first day I start, and you can play each game as it comes out. If you are cynical and cruel and have no soul, buy it after the whole season is done. You are buying a fabulous pack of twelve awesome games.

Other notes about the process:
  • A forum thread would be created for ideas (I see there is one already!). I would dip in there and do one of those each week! Assuming there would always be at least one worth doing...
  • Some have suggested 'banking' 2 or 3 games before I start, but no. I am not a wimp! The challenge is to make a game each week, and I will make a game each week!
  • Many have suggested 'game a month' or some equivalent instead. To me, that's a terrible idea, and I won't do it. If you give me a month to make something, I'm going to come up with something massive that should take two years (Yes, Happyponygate was supposed to be quick and simple...). Give me a week, and I know it has to be quick. Game-A-Month would be an enormous flop, a string of failures. A month feels long to me, while a week feels short. That's just me recognizing my own psychology.
  • The original idea was to do this for a year, but cutting it to a 'season' is really nice. Less risk (which bothers me!), a cheaper product (as opposed to the $52 Year-O-Games, which would probably sell less, not to mention take a year to make), freedom to take a break after those 3 months and do something else for a while... or continue and do a second season right away! And it still manages to rip off Jonathan Coulton, who sells his Song-A-Week songs on 4 separate season discs.

That's about it. But like I said, I think I want to do some Monthies first (or Bimonthlies). I want to perfect and simplify this connectivity stuff to the point where it's a no-brainer to make all these 1-week games be connected to the community too. It feels like cheating to do that, but I've got a lot of larger (still small) ideas I really want to do. Who wouldn't like Happyponygate Wars (a la Advance Wars)? Or an Ichabod Steamshovel adventure in search of a myth? Or a mini-RPG like Costume Party, but where the levels you make are all stuck together in one big world (like the Maze Of Ludicrosity, in fact)? There are so many possibilities...
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  And VOTE! 09:25 AM -- Tue November 4, 2008  

Today's the big day! Whatever you are voting for, or voting against, if you can legally vote today, then

VOTE!

If you don't, then everything is your fault. Everything. Except good things.
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  The Winter Pack 09:14 AM -- Tue November 4, 2008  

I hope to have many expansions for Costume Party. I built in room for no less than nine expansions! I have plans for 3 of them fairly firm in my mind, but it all depends on how well the game sells and how much people get into it. This first expansion will happen regardless - it's half done now, and it'll be done before anybody gets a chance to get bored of the game!

Each expansion will offer three new costumes, ten awards (three for each new costume, and one that is unrelated to the costumes), ten tiles to be unlocked via the awards, and an unknown number of tiles and monsters. The total number of tiles in an expansion would be 25 or less, because that's how many tiles fit on one tab in the editor. So 3 costumes, 10 bonus tiles, and up to 12 non-bonus tiles/monsters.

Of course, it's the costumes that define the game the most. And since this is the Winter Pack, you don't even need to flick your eyes downward to guess the first costume:
He's fun and unique. For many years, I've been fascinated with rocket-jumping in FPS games. There's just something about the ability to use explosive force to propel yourself that intrigues me. I've considered a game about a kid who has the odd supernatural ability of immunity to explosions (but not to spikes, monsters, etc) who goes around planting different kinds of bombs (time bombs, triggered bombs, proximity bombs) and using them in different ways to get through a level and kill monsters. Still like it, might do it someday. I also like PuffBomb, a game from an earlier Ludum Dare which used timebombs to blow up hamsters, sending them flying into a goal (a concept subsequently stolen by various flash games). So anyway, Santa can drop Gifts anywhere he likes. Then when you hit the button, all the Gifts onscreen explode at once. He's immune to them (they're very lethal to monsters), but they can bounce him skyward. It's a good thing, because as you can see by his girth, he's not much of a jumper. His jump carries him about 3 pixels upward. He can't even get up a single tile, but with well-placed bombs, he can be blasted higher than anyone else can jump!

In addition to Santa, there will be a Baby Seal, I think (with machine gun in flipper?). I've already implemented water, which is pretty cool, and so I want some kind of aquatic creature. Water is really awkward for the regular characters (and you run out of breath very fast!), so I want one character that totally rocks it instead. Baby Seal was the best I could come up with fitting the theme. And of course the third is a Snowman. That one is obvious. I have several different ideas for what abilities a Snowman would have, and haven't really picked what is best and most unique. My favorite character is the Witch, because she really changes the entire game. Do you have ideas for someone else (or ways a Snowman could work) who could change it completely?

Other tiles that are in so far are the water tiles, bubbles (for getting air when underwater), and ice (hooray for obnoxious video game ice! But this isn't just annoying, it also allows you to leap absolutely incredible distances). Also planned are pine trees, candy canes (some as candy corn, just a new look), and a couple of other ideas I've forgotten. Oh, wind tiles that blow anything on them to the left or right (and maybe 2 more for up and down, if I have room). Feel free to suggest your own tile and monster ideas. The only monster I have planned for sure is the Pengulon, which flies in a diagonal pattern, endlessly bouncing off of things. There should probably be a Yeti. I've considered having that be the costume instead of the Snowman, but Snowman is very iconic.

My main thing is to keep adding stuff that really adds new elements to the gameplay. I don't want a whole lot of wasted tiles. I like to have a few that are just for show (like the Candy Canes), but I really think levels should be built around "I need this effect here, so that means this tile/monster". I want the expansion to open up new ways to build, not just put a new coat of paint on the same old levels.

This expansion will of course be released in December. I think the next one I want to do is the Hamumu Pack - Bouapha, Yerfdog, and Happy Stick Man. I could just see Yerfdog carefully drifting his way through a field of spikes...
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  Hamumu 2009+ 10:22 AM -- Mon November 3, 2008  

So the Dr. Lunatic engine is retired now. That puts me in the position of having to create something new from scratch. I did that with Costume Party. These are my goals going forward:
  • No game over 6 months in total development time, with the average more like 2 or 3 (I know that will change someday, but for now...)

  • Community!! Like Costume Party, I want every game to be tied directly into the Hamumu community and feature extensive user creations. Every game should be a platform for your creativity in some way. Hopefully in many ways.

  • Trying different business models. Costume Party is unique in that it is truly a free game. You just pay money for an added element - you can still play every level for free. We'll see how that goes! Maybe it's the way I'll go, or maybe I'll try some others (I'm intrigued by the whole "buy in-game items" kind of thing, but it seems like that would require a pretty massive game to justify). As long as I can keep funding my lavish yakisoba-instead-of-ramen-sometimes lifestyle, I'd love to be giving away more free.

  • Community input. Like with Happyponygate, only less doomed. Except in the necessary case of surprises (I do love to make surprises), I'd like to get fan input on everything. I don't want to be forced to obey the fans, as I am in this line of work entirely because I want to make what I want to make, but it's fun to steal listen to your ideas.

  • Tons of time spent on marketing and getting Hamumu known and out there. I still don't know anything about doing this, but I guess I'd better learn.
I also want to someday develop a toolchain for making 3D games. Truecolor doesn't work well for games like Dr. Lunatic, due to massive video memory requirements. It'll be a lot more possible in 3D, but that's a really big task I'm going to not think about at the moment. I fully intend to finish the Adventures Of Bouapha and Loonyland series, but I probably won't do another game in either series (except maybe a weird offshoot or two) until I find a great system for making 3D games in a simple way.

A Game A Week? I'm still thinking about that. Seems like January 1st would be the ideal time to start it, so that gives me two months to consider it. I can't express just how fun the idea sounds to me, but yes, it's very scary.

But until that happens or doesn't, let me tell you what I will be doing: Expansions! I've already got the first Costume Party expansion about half done. And in keeping with my formerly expressed Community Input goal, let me avoid keeping it a secret. It's the Winter Pack. But it'll have to stay sort of a secret until tomorrow, when I give you a bunch of details on what is in it!
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  Why Happyponygate Is Canceled 09:26 AM -- Sun November 2, 2008  

Sorry folks. And I really mean it... I am very sorry that I am canceling this game. But canceled it is. There are several reasons why this is necessary, and I'm just going to lay them out there:

- Way too ambitious. This was a game that completely overreached. Not a first for me! But this was just going too far. If I'm going to make an online game, I need to start simpler. To complete this project would've taken 2 years, IF I actually worked really hard nonstop from the beginning. Given my usual work ethic and other necessary tasks, we'd be looking at more like 3 or 4 years (and don't forget to calculate in the engineer's fudge: multiply by 3 and move it up one order of magnitude, for a total of 9 decades). Just too big. Bigger than Supreme in every way except for number of levels, and of course I didn't make all those levels!

- Money. I can't make games that take 2 or 3 years. Much more important than the direct income is the notion of being 'off the radar' for years at a time. That costs me in terms of publicity, since people forget I exist, and in terms of actual fans, since people get bored with no new game and wander off, forgetting to return and keep track. And of course there is the direct income - a game that takes me 2 years to make doesn't make me 12x as much money as a 2 month game! Not even 2x as much, most of the time.

- Technology. The Dr. Lunatic 'engine' is incredibly outdated at this point. It was behind the times when I was first using it in the late 90's, and it's completely archaic now. What does that matter? Well, two problems. The lesser problem is that it's not updated for current operating systems and uses a resolution that some video cards actually don't even support anymore! Or at least for a while there was one NVidia driver that didn't. The greater problem is that it looks like crap. I really like the characters and style I made in Loonyland 2, but they came out looking blocky, rough-edged, and discolored because of the limited resolution and palette and lack of blending. To put it bluntly: I can't release another 256 color game again. Ever. This isn't the kind of thing that was costing me the actual hardcore fans - you guys have liked the stuff I made all along, you'd be happy with more of it! But new people coming by and seeing that stuff are immediately turned off. They just won't give the game a chance if it looks so old and crummy. Unfortunately, presentation is necessary to pull in new people.

- Hard! It got unwieldy and ugly to the point where I was not enjoying working on it anymore. And when I reach that state, I have a real problem. A real problem that usually results in "just one more quick WoW session". It's not a matter of saying "I don't like this anymore" and throwing it aside, but a recognition that because I don't like doing it anymore, I won't be able to force myself to get it done. It's just going to get slower and more unproductive until it eventually fails at some point. Recognizing that early and quitting is a trick I'm still trying to learn, but this is better than some of my past attempts! Some people will see this as a cop-out, but it's not. I've learned through decades and dozens of failures to spot when things just aren't viable anymore. There comes a point when I know a project can't ever reach completion, and I have to drop it. I'm getting better at spotting that sooner, I hope.

I really liked Happyponygate. The storyline is a load of fun, the gameplay that I had was great (I never did get cars remotely enjoyable, but running and gunning was extremely fun), and it really worked online, chatting and all! Well, not necessarily online - it worked over a loopback connecting my computer to itself. But in theory it would've worked online. And before you ask, no, I can't let you play what I did get done, because it requires the server program to run and a connection to a MySQL database and all kinds of things. Just not something shareable without the server having been setup (and I can't set up the server - only early versions were ever compiled on Linux, and so I shudder to think at all the new incompatibilities that crept in during the year or so I developed it on windows).

I also loved how it was made out of the ideas of forum people! And that's a large part of what I'm really sorry about. I feel like I owe the winners a chance to have their stuff in the game, but then, I still owe Hammered the presence of the Hammer Family in Super Happy Go Go Ninja Time too! I'm going to try to figure out a way to get those things into other games in the future to fulfill that. You did get Yerfbucks out of it though, it's not so bad. And we all had fun coming up with the ideas (that's my favorite part of the job!).

In the end, I realized that the only thing keeping me from saying it was done and throwing it away was the guilt and abuse I would take from the Hamumu fans for doing so. That's no reason to keep pushing myself on an impossible task. I have to just take the abuse and go on! I need to keep the company going, keep income coming in, keep Hamumu in the 'news' such as it is, and keep myself busy on work that interests me. It's as simple as that.

So I am again very sorry for the loss of something that was highly anticipated, but I can assure you, it was never going to happen. The only result if I kept working on it would've been to waste time on a dead end rather than moving on to greener pastures. Both you and I are far better served by new games coming out instead!

And tomorrow, I'll discuss what interesting work I could be doing.
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  Best Halloween Ever Surprises 01:11 PM -- Sat November 1, 2008  

I have finally tallied up and dished out the points and trophies for BHE2008. For your edification, here's the thread where almost everybody posted links to their surprises: BHE Surprises!

I was going to go through and talk about them all, but then I realized how that would be way too much work when I have serious stuff that needs doing! So let me just say big thanks to Sillyman, Mr. Onion, Revolution, Kerma, Hammered, Crabwarrior, Hyperme, TyTBone, Cheeselord, Qwertybub3, Spiderpumpkin, Redbone, Knittel, Moltanem2000, SpaceManiac, Coolguy, and Blackduck for helping to make this the Best Halloween Ever! You see why it would've taken a while?

This morning there was a nice post-Halloween surprise for me in that the auto-updater was badly broken! I awoke to having to spend an hour hacking PHP and even doing some manual changes in the database to get everybody properly awarded for TAG, DumbWords, and Costume Party! But it always feels good when you know you've fixed something, so maybe I should break it more often.

Speaking of broken, there are a bunch of little issues I need to work out with the online connecting in Costume Party. Unfortunately, some of them are quite a mystery to me. You'd think if everybody was connecting to the same server, they'd be communicating in the same way, but such is not life. There's an amazing variety of different responses, depending on the victim's computer, apparently. And it seems my code doesn't handle all of them just yet. Still working on that.
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  Best Halloween Ever! 08:57 PM -- Fri October 31, 2008  

Here it is! There have been tons of surprises this year, I think lots more than last year! Here's a link where a lot of them are listed, but you might have to explore around the forum to find yet more: BHE Surprises. More are still to come as far as I know!

We've only had a few entries posted in the Costume Party Contest! I know of at least one more that should be there, don't know why it hasn't been posted. But hey, if you want to win 995 Yerfbucks, get in there! There's still time if you are a pro costume-builder.

And of course, I should inform you that Costume Party, the game, is here! Now you know the secret behind the 995 Yerfbuck prize in the costume contest... it's exactly enough to buy a Creator's Pass for Costume Party! There are also a ton of new avatar bits from that game, and a bunch of new trophies you can earn related to it as well!

If that weren't enough, Halloween Horror 9 is here, with 5 exciting Supreme worlds, and we also have two other Supreme Add-Ons, LOST Island and Cheeseworld. Gotta catch 'em all!

I'll have more news about the BHE2008 tomorrow, once it's officially closed. Then I'll have to tally up all the winners and figure out how many Yerfbucks they get, and set up the voting for the Costume Contest. It's a busy time of year, and I have to go eat some Pumpkin Roll.
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  It's A Bad Sign... 08:27 PM -- Tue October 28, 2008  

...when my journal page is no longer in my browser history! Just a couple more days and the excitement begins! Believe me when I tell you there is a lot of stuff to come on Halloween! This post is not very interesting or helpful (look at the previous post if you need reminders of what you should be getting ready! Come on man, you could win 995 YB just for dressing up silly!), it's just here to hopefully catch a few people who were going to forget about the festivities. So let me tell you this:

Come visit Hamumu on Halloween! Visit it many times throughout the day, because more exciting stuff will be appearing all the time (courtesy of your fellow Hamumians - the surprises I have in store will all be more-or-less simultaneous). Hang out on the forum, and come into our brand new Chat Room (not much more interesting looking than the old one, but this one doesn't break!) to talk with your fellow spooks and ghouls. I know you have other things planned for Halloween too, I'm just asking you to pop in a few times during the day and see what is happening! It will be well worth it.

I'll also be back into regular blogging once Halloween is over, beginning with some big bombshells. I'm gonna get to work composing those right now, in fact. See ya.
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  Boo! Halloween Events! 08:19 PM -- Mon October 13, 2008  

Man, what a great month this always is. It's getting spooky outside (obnoxiously cold too... I miss open windows and being sweaty hot way back last week), with a massive windstorm all day whipping across the land and howling like a wolfman in need of candy corn. There's a Costume Party in the works, and make sure you're getting ready for it yourself, because the prize is no less than 995 Yerfbucks!. The Great Pumpkin is stalking the land with horrific cheer and terrifyingly delightful gifts for anyone who chats with him. It's a whole lot of Halloween Horror... Why, you could almost say that it's the Best Halloween Ever!

Yes, I don't have a lot to tell you this month. I've been working extremely hard. So hard, in fact, that I'm considering a sort of semi-vacation for November (hmm, conveniently the month of Nanowrimo!). The site upgrades (no, there's nothing visible) were absolutely necessary to get certain things working. Too bad they also broke the site in various ways for a few days. It's kind of lame to be doing so much stuff and not having anything I can blog about, but I guess that's the nature of sekricy. Sorry! I would enjoy telling you as much as you would enjoy hearing! But then that would ruin the enjoyment for both of us on Halloween!
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