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  Meet The Repair Truck 11:34 AM -- Fri January 22, 2021  



Hey, look, I made a video! I couldn't resist because I was enjoying watching my little truck drive around so much. It's just adorable.

A new feature in Moon Invaders 2 is that the aliens now fight back. So one part of your strategy has to revolve around how you defend yourself. Luckily, your towers can't actually be destroyed, they just shut down (in the video, they don't, they keep on shooting when 'dead') and await repairs. The repair truck drives back and forth fixing any downed towers. So you'll be able to upgrade the health of your towers, build shield towers to cover them, upgrade your repair truck, add more trucks, EMP enemies to prevent them from shooting, and so on. A whole new world of strategery.
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  A Far Cry From Boring 06:56 PM -- Sat January 16, 2021  

I have played a lot of Far Cry games over the past few years, usually quite a bit after they were released. I haven't played Far Cry or Far Cry 2 - they look unappealing (unfunny/stodgy/military gung-ho). But I've played all the rest, so let me rank them for you! In order from worst to best:

Far Cry: Blood Dragon - Played this a long time ago. It should be right up my alley, but I hated it. I died like 20 times in the tutorial (which was harder than just about anything else I've ever done in any Far Cry) and once I finally got out of it, the game just held no interest for me. It has no skill choices, you just kind of trudge along shooting guys. Huge disappointment.

Far Cry 3 - Fun stuff. I obsessively went around opening every single treasure chest, even though they're all just money and junk items. Really frustrating issue that you can't open a chest (and thus clear it from your map) if you are full on money or inventory space. Constant returns to town to dispose of the items/money. It was a long time ago, but I think I ended up having to just unload ammo into a wall in order to be able to spend money on more ammo. There are these maps you can buy to reveal the locations of hidden items, and you basically have to buy them all in the first couple hours of the game just to drain your money, rather than them being some big end-game option.

Far Cry 5 - More streamlined and well-implemented than even Far Cry 4. There are some notable setbacks here from Far Cry 4 though - the 'realism' of the parachute/wingsuit/grapple stuff gets more in the way and is less usable, and most notable of all: just about every time you conquer an outpost, you are "kidnapped", which entails a completely unavoidable event you just have to wait for, followed by hours on end of boring cutscenes of people monologuing, and then a short bit of 'gameplay' ranging from a legit shooting range (tolerable) to "walk over here very slowly" (not okay). This is the first time I began to skip the cutscenes on first viewing (probably in any game ever, actually). It was unbearable. And so absurd, to be kidnapped over and over and then just let go (sometimes you escape, sometimes you just wake up somewhere, it's all ridiculous). But I still enjoyed the game a lot.

Far Cry 4 - The best of the numbered ones! All the same stuff as Far Cry 3, almost the exact same game in a new setting, just implemented better. Tons of fun. The drug-induced tapestry visions are actually really cool, and feel like an even better game than this one (what they actually feel like is Far Cry Primal, with a more intriguing setting).

Far Cry: New Dawn - This takes Far Cry 5 and fixes just about everything. The parachute, wingsuit, and grapple are all back to being unrealistic and easy to use, the story only interferes with gameplay a little, it feels much more survivable than the usual Far Crys (less instant death out of the blue), and it starts you right off with a sawblade launcher. Although I should say, that is after yet another terrible tutorial that killed me several times. It's a much smaller game, so small that it actually feels unfinished. For example, there's an "intermission" (one of 3) that takes place literally AFTER the final battle of the game, when the only thing left to do is go to the final location and "press X to pay respects" in true gaming tradition. It feels like they meant for there to be more here, but I do like a compact gaming experience, and when I looked at my playtime it was 30 hours to Far Cry 5's 36 hours (and in all these games, I made sure to collect just about everything), so it's not really a small game. It also has a fun grind, where I found myself looking at the weapons I needed to buy, and saying "okay, I have to go kill a few bears, and then one mutant bison", and do it. Not just going and grinding XP or money.

Far Cry Primal - The best of the lot! I actually bounced off this game years ago, got a couple hours in and lost interest, but I came back last year and started over, and it is primo. It was really absorbing on every level. The biggest flaw here is the story, which doesn't go anywhere. There are just a couple other tribes, and you have to beat them, and then... no ending! Just hooray for you that they're dead. It really has no narrative at all, just a random series of events in the lives of some cavemen. But at least it doesn't bore you with massive monologues (probably because they didn't want to have to deliver them in caveman-language).

If you too want to get into Far Cry games, I will tell you that they have some quirks that are very clearly bad design, but if you are into obsessive collecting like me, then you will have a blast anyway. The biggest problem with the games is in their economies. You just get overloaded with too much stuff right off the bat and really don't ever want for anything (something New Dawn improves greatly but doesn't totally fix). And you'll probably find the 3rd gun you get is the main one you use for the entire game because nothing is notably stronger, just different. New Dawn offers a fix for that in the form of an RPG-style "ladder" of weapon tiers you work through, and I liked that much more. I spent the whole game working for those better weapons (and the weapon challenges meant that I wanted some of every weapon, so that I could do the challenge for each type).

There's also some gross microtransaction stuff (I was stuck with like 6+ free weapons at the start of New Dawn, due to whichever 'special pack' I had gotten of the game, and as a bonus for winning Far Cry 5, and I just had to avoid using them because they would've ruined the progression), which you can easily avoid (well, you can't get rid of the free weapons!), but it does mess up the in-game economy as well as feel greasy.

And lastly, the narrative stuff is just dumb and gets in the way of the real gameplay, which is "find new locations, find the collectibles, conquer outposts". You'll spend hours listening to ranting monologues about somebody's philosophy. Oh, side note to this: the boss fights are pretty much all terrible. I just finished New Dawn yesterday and I would say that the *final* boss was perfectly reasonable, but the fight just before it absolutely eradicated the good feelings I had toward the game from all my hours of fun beforehand. Just a nightmare.

It's not my favorite game series, but it always feels good to dive into another giant checklist to fulfill! Maybe I'll give Blood Dragon another try one day. Recommended for collectionists.
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  It's a living 09:48 AM -- Fri January 8, 2021  

Hey, it's no longer 2020, and we can all be excited about that! In the process of leaving that year, I had an epiphany (something I do quite regularly, though often the surprise is something everybody else already knew - maybe this is too!): I was working very hard on how to get myself to work, and I suddenly realized other people - ones with real jobs - don't have that problem. If I had a job at McDonald's, I'd go in, and I'd do the job until quitting time. No questions, except if I was sick. I wouldn't like it, but I'd do it, because I'd be accountable to doing it. Just like everybody else!

So that was my brilliant idea. Having a real job. So now I come in at 9am to my office, and I have to work until 11am (yep, 2 whole hours*), 4 days a week (Friday is a 1-hour work session where I change to being the boss, and doing admin stuff like this blog right here, and plan the next week for my employee). I can't schedule appointments during that time, I can't 'not feel like it', it just is a fact of life. Of course, I've only been at it for a week and already had it heavily disrupted by a power outage followed by a white supremacist coup on Wednesday, plus a pre-planned appointment on Thursday, but I made up all the missing hours and I won't be booking any more coups or appointments during work hours.

So far it feels more solid than my previous attempts. Instead of wondering how to get myself to feel like doing work, I just do it, because it's required. I may be slow or ineffective, but I can't say "this isn't working" and decide I have to play Fenyx Rising instead (it's good!). It remains to be seen whether my employee will ever figure out that there are no consequences for failure. Hopefully the emotional consequences will count.

My first week of work has not resulted in a ton, but that makes sense being only 8 hours total. I fixed up aiming of the turrets so they properly target the lowest enemy in their aim range (but will fire if anybody is in their sights, as they rotate towards the intended target), and I've begun making the 'final' version of the tower building menu. Got hung up on that a while, as UI in Unreal is an awkward beast. I think it is in every pre-made system. The only easy UI work I've ever done is when I hack together my own stuff because it doesn't have to be flexible for use in every scenario.

No screenshots for you! Deal with it!

* Why so lazy? The key to making a habit stick is to make it so easy you can't fail at it. You can always ramp up later, and fall back to the level that you can succeed at if it doesn't work. If you go big, you fail early on and throw the whole system away. A process I am familiar with. Also: lazy!
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  In Dev: Moon Invaders 2 02:32 PM -- Thu December 3, 2020  

Moon Invaders! Right? Remember the thrills and fun? This new rendition changes things a lot, but fundamentally it's the same core idea: tower defense where the 'monsters' march back and forth in front of your towers, and of course they march as a group, so cutting away at the sides will make them take longer to descend.

In the past week I've been making the first tower. I spent forever trying to decide just how it would look. You have to realize, the idea of a turret that can only rotate on one axis is weird (well, this particular axis, anyway). There really isn't a real-world analogue that makes any sense. This is what I came up with:
There are elements I like. Obviously it's very flat-shaded looking at the moment, and I may just stick with that. With the 'pixel art' aliens, keeping it simple might be key. The coolest thing is how those bullets work. I spent most of my time working out the animations there, and it's some good stuff. There are little animations for refilling the entire bullet rack when it's empty, as well as individually arming each bullet for the next shot. Totally pointless, but fun for me. The arming will probably be so fast and tiny you'll never be able to tell in-game, but I wanted it to be right. There's even a little door that opens and shuts for the bullets to go in (it's about 80% open in this shot).

I want to get into the structure of the game overall, but let's save it for next time. Party on.
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  An Encyclopedia Of Failures 11:21 AM -- Wed November 25, 2020  

There were more of these than I expected! Enjoy a selection of games I started and have not finished over the past few years:


"Little Wizard 2" - The wizard is purchased art, and the environment is freebie art. But I made that hanging monolith myself! And if you do shoot the glowy thing, there's an explosion and the rock falls and you can use it to jump over to a platform behind it. That's the extent of the gameplay in this game, although there is a evil skeletal mage standing behind you that you can kill, but he doesn't do anything. Also you press LB instead of RT to shoot, weirdly.


"DiabloWizard" - That obviously became this. Originally meant to have a top-down view (that's all the project name DiabloWizard indicates), I liked the over-the-shoulder system much better. The Dumb Golems are shockingly original art (can you believe that? All by myself?), but the rest of the models are purchased/free. There is actually a lot to this. The icons you can see are equipped spells, all obviously the same right now (the only one implemented, a stone shard shotgun which you can see exploding). You 'create' spells with those 4 crystal slots in the icon, by putting gems of 8 different elements in them. This one is "Launcher=stone (shotgun) and Impact=stone (does stone damage, and causes knockback/stun)", with the other two optional slots empty - one modifies the launch (like more shots fired, or homing, etc), and the other modifies the impact (like launching shrapnel, or causing a DOT, or healing you). It was very very cool, a roguelite thing with insane build variety that I was quite excited about!


"Keep It Alive" - I'm not sure where in the order this actually fits, but it was my start to a Ludum Dare entry! The theme of LD46 was "Keep It Alive" of course. It's a first-person puzzler where you are a robot in a spaceship trying to keep the spaceship alive to get to its destination as a wire-chomping alien is wandering about (inspired a bit by Alien: Isolation, it is not a hardcoded puzzle, you have to outwit the AI which is moving from room to room). What you see is about the extent of it as I could not get the wrench to point the right way in my robot's hands. You'd think flipping 180 would do it but it did NOT. The crazy pink glow is actually part of the debugging. At least I built all my own models here! I was mainly doing it as an exercise in how to do a pipeline for 3D art into an actual game.


"Tanky" - Again, not sure what order this goes in. This is a top-down game where you are a tank with big eyes who shoots aliens! The part of it I like is that hatch with the spinning lights - it's the "Dark Souls bonfire" of the game. If you drive onto it, your tank auto-drives into the correct position, then an elevator takes it underground and a roof closes on top, the game pauses (would have a various equip/upgrade menu options in there), and when you unpause, you come back out. It was a cool animation. Also really cool shooting effect and recoil. The part of this I don't like are those weird christmas trees - they are supposed to be coral or some sort of ocean rocks. Really bad.


"Lost In The Woods" - I've already blogged about this! It's pretty darn far along, and pretty cool. But I just lost steam, and mainly this whole process (all the games above) has been a string of me saying "that's too complex for a first full 3D project, let's take it down a notch and try again", which is what led me out of this game and into...


"Moon Invaders 2" - What!? Yeah. I'm excited about this, it's the one I'm still working on. Again, don't expect it to go anywhere based on the track record, but I'm liking it. As you can see, the aliens are actually made of separate cubes, which, on spawn, zoom in from everywhere to form the alien, and on death, fall out of the sky and scatter on the ground. The glowy eyes change color to indicate the health level (green to red). The one cube that's way out of place was just shot. It's actually a terrible effect right now, but I like the concept (they bounce back into place). There is currently no art in the game at all, all the cubes are default Unreal cubes and a default landscape. But one thing I've been too hung up on is building a "real" game of quality, and I'm trying to stop that for this one and just do what I used to do in the 90's - crank something out that is complete, and not worry about professionalism. Not that I want default cubes, but I'm also not going to build this so carefully and get stuck because I can't get that perfect style or hold back assuming I'm going to hire a pro artist later. I'm gonna make my own stuff and just go with it.

That brings you up to speed! That's what I haven't been blogging about because none of it's going anywhere. I'll try to improve on that over time. Just posting about it gets me a little more interested, so maybe that's part of the process.
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  Burned out still 06:21 PM -- Fri November 20, 2020  

The following is me engaging in public therapy. Engage at your own risk!

Long-term readers will be familiar with the fact that I got WAY burned out running Growtopia, and after we sold it, I spent a year wandering the wilderness in aught but a loincloth, howling at the moon and foraging from the land.

Eventually I made Robot Wants It All, but it was really too soon when I did, and it was a real drag that probably drained me even more. Since then, I've been crunching away at random mini-projects, just trying to recapture the creative spark and have some desire to produce work instead of playing video games and eating cheez-its.

At this point, I've been officially burnt out for about 4 years. That's much too long, and it doesn't make sense. Surely not working for that long would be plenty to recover my energy. Unless you think about the world in which I have been living. Then you start to think that maybe it's not so much burnout as it is depression. Right at the same time I began to work on recovering from 4 years of Growtopia development, the world fell off a pit into a shark-infested volcano. So I was trying to recuperate while simultaneously being bombarded by horror at every turn.

This theory was proven out on November 7th, when I was out running errands and got a text from my wife that the election had finally been called. Immediately, a massive weight leaped off of my shoulders. I drove around with the music cranked and my mind instantly was jumping to all the things I could do. Nothing I was actually prevented from doing before, but suddenly I wanted to - I considered practicing my ukulele, writing a short story, making several different game ideas, cooking things. Creativity run rampant. I was fired up and ready to DO. Just as simply as hearing that things might return to normal in the real world. Even knowing that there were still a thousand massive battles to be fought, I suddenly had this feeling that it was no longer all on me. Obviously it never was, but the oppressive feeling that everyone above me is against me is a huge psychic weight. And with that one call, that was flipped - suddenly the top of the chain was on my side, so I felt like I wasn't fighting alone.

Since then, things have changed for the worse. Obviously, my country is currently in the middle of a coup attempt, and the outgoing administration is trying to do as much damage as humanly possible, and things are uglier than ever. So it doesn't feel good anymore. I'm back to the depression I was in. But I remember that spark I felt when there was a brief moment of hope. So maybe... on January 20th, if we're not actively fighting a civil war, maybe that will be the day that my energy floods back and all of these things seem easy, or at least possible. It felt amazing on November 7th. I want to feel that again.

For now, I'm poking away at a couple small projects, still trying to find my footing after all these years. I'll tell you more about what those projects are in the next update! But don't hold your breath waiting for anything to come of them.
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  Weighty Bat 04:56 PM -- Thu August 27, 2020  

Progress on Lost In The Woods remains pretty nice actually, but I have stepped aside this week to try to shore up some Blender skills. I tried modeling some characters, which I think I have pretty well figured out, but then dove into rigging and animating which is a real pain (especially to make them work properly inside Unreal). I started with the creature I could think of that would produce the simplest possible animation rig (well, not a snake, but close): A Shroom/Mushie!

Just two feet and a couple bones for tilting. Also, I eyedropped the colors straight from a screenshot of Dr. Lunatic. The rigging I was able to do without doing any weight painting because it was so simple. So I moved on to something that I thought would be a little trickier, but instead feels like it may have been my final exam in rigging: a bat.

This chubby fellow, of which I am quite proud and happy to see the Hamumuism of it all, took several days to reach this point. I thought he'd be easy - just two wings and a spine to animate, but that's not how it turned out. Modeling was pretty easy, building the skeleton was no big deal, but weight painting, oh boy. I got to watch several youtube videos to guide me through all the tricks and techniques of masking parts off and adjusting the pose mid-paint. Otherwise I wouldn't have ever been able to paint his whole tongue (which IS fully animatable, thank you). He can open and shut his mouth, put his tongue in and out, fly, tilt his ears, wiggle his toes (sort of), anything you'd want a fat bat to do. The only thing he can't do is what the original Scary Bats did - bug his eyes out. At least not in a way that would work out well.

So anyway, I am really liking this bat and now I am sharing him with you! He does not belong in any particular game at this time, but he sure does make me think.
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  Still Pretty Lost 04:58 PM -- Thu August 6, 2020  

Lost In The Woods slowly inches along!


(Work in progress, all art will change)

Many features are fully implemented, but plenty of rough edges remain among them. It's interesting the changes I have to make to make implementing this as a PC game more reasonable. A simple example: in the board game, if an enemy has 2 equally good paths to reach the players, the players decide which way it goes. In the PC version, this is just random instead - I could spend a long time implementing the choice and it would make the game a little easier/fairer, but also more annoying to play. It's resulted in a fair number of changes to the actual game design, for the better.

One of the clunkier rules in my prototype was that when you draw a new tile while exploring, you have to see if it fits (rivers can't dead-end into land), and if you can't make it fit, then your character 'got lost' and you don't get to move. This would've been a pain to implement in the PC version, and so after a lot of thought, I took a move out of Carcassone's playbook and had the river get placed out randomly when the game first begins (as you see in the picture). River tiles are the only ones that can ever be unplaceable, so this completely solves the issue and removes an awkward exception to the otherwise simple movement rules. I'm definitely porting that over to the board game too. Having the river out when the game starts improves some other elements as well.

One of these days I'd like to make a video showing what the prototype looks like and actually go into how the game plays a little bit, but for now this is what you get! Oh, and I suppose I can mention those big old cubes... the screenshot is showing a battle in action: Krista is trying to murder a badger (which she will handily do, since the blue dice are hers, and the black dice are the badger's).
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  I am making a game! 03:14 PM -- Wed June 24, 2020  

I've been meaning to start sharing some info about my latest project, but it's just so easy to not do it and keep toiling in obscurity... nonetheless, here it is! Not the game you're expecting from me, but something I've been wanting to do for years. It's a digital board game called Lost In The Woods, and it is indeed literally about exactly what it says.


(Work in progress, all art will change)

It's a cooperative game for 1-4 players, although at present my implementation plans to just make it a solo experience (you can play with 4 just like you would at a table - swap out the mouse for each character, or just play them all yourself). I know online play would be wonderful and all, but I want to get a game done, not spend 6 years lost in the woods for real.

I designed this actual board game a couple years ago, and got through some playtests but not enough. I'll have to share some pictures of the real prototype sometime in the future. Frustrated with that, because I do really like the design and it's a unique experience, I figured why not make it digital where it can get unlimited testing even though I'm stuck in a quarantine? The original design is inspired by video games in that it actually has a metagame and feature/character unlocks like a video game would, which I haven't really seen done in board games (outside of legacy games, which are a little bit of a different take - mine is more like secret expansions hidden in the box, which you COULD just open up at anytime, but you would feel so guilty if you didn't earn them! Legacy games are about an ever-changing game, this is more of an ever-expanding one).

So a rough overview of the game is that you have those four characters (they wouldn't all be the same character, of course...), and each one has four stats: Hunger, Thirst, Exposure, and Exhaustion. Your goal is simply to find your way out of the woods before anybody maxes out on any of those stats and dies. At first, it's fairly straightforward resource management, but as you draw an Event Card each turn, sometimes it's a Threat Card. Threat Cards don't really do anything, but you stack them up... and once you have 3 of the same kind, something happens. The entire game will change. This element is inspired by a game I kind of hate but admire, Betrayal At House On The Hill, the biggest difference being that nobody becomes a traitor (usually...). But you always face a new threat, ranging from forest fires to murderers to wild animals to mythical creatures. Anything you can imagine stumbling across in the woods is probably in there. And the rules change in various small ways. However it goes down, you are crafting a unique story depending on your mix of characters, the threat, and your 'origin story' (a die roll at game start determines how exactly you got lost in the first place, and there are different endings accordingly).

And in our playtesting experience, I'll just be honest, that story has never once ended well. But we've gotten close!

This game is very slow going, but it's been accelerating lately as I figure out my dev tools a little more (Unreal Engine 4) and get more interested as it starts to turn vaguely into a game. I make no guesses at any kind of completion date though (or even whether it will be finished, to be honest). Current state of development: Not Even A Game Yet But You Can Click On Stuff. More info to come.
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  A game to play over teleconference! 08:39 PM -- Mon April 6, 2020  

Hey folks! I have been sitting in quarantine for 3 weeks now (mostly), doing much of nothing (mostly), but I did make this game for you (mostly)! Looking for a way to entertain yourself via Zoom, Skype, or whatever you use to pretend you're still a member of society? Grab a pile of dice and print this roll and write game out to enjoy! You are also allowed to play it in person. You can even play it solo (I haven't tried that yet, to be honest)!

Uptown
Players: 1-4
Time: 15-20 minutes

The rules are pretty simple, and are printed on the paper. Each player will need 5 dice (unless they're in the same physical location). I mean, you could have one person do all the rolling if you're desperate, but it's weird to not roll your own dice. You'll also need a print-out of the image below for each person, and a pen or pencil for each person.
I think there are probably some nuances I was not able to squeeze into the paper, and I made sure to label the page "v1.0" so I can improve it later. Here are the answers to some questions my players had in the one and only group test I played:
  • Diagonals are not okay. Just take the word diagonal out of your head right now. It has no use in this game, ever.

  • The numbers in the houses are just how many points they're worth.

  • You don't have to use consecutive numbers to make a valid path - "1, 3, 4" is just fine.

  • X's reset the count as if you are starting over. You could (theoretically) have a path like "1, 2, 5, X, X, 5, X, 1, 3, X, 2, 3" (that is considered to be all ascending, because each X is resetting it).

  • X's do the same in Downtown, like "4, 2, X, 5, 4, 3"

  • You connect to a house by putting a number or X in a space adjacent to the house. It doesn't matter which side of the house it's on (though the chain of numbers from the Power Plant has to follow the rules in order to actually get power there).

  • A space can be carrying power to more than one house. Each house just needs a line of ascending numbers leading to it, it doesn't matter what else those numbers are doing, or what other numbers are around.

  • Equal numbers don't count - e.g. a path of "1, 2, 2, 3" is not carrying any electricity. The number must go up each space (or down, if you are in Downtown).

  • Any number or X can be put in any reachable space. You never have to create a valid path, you just won't score points for a house that isn't reached by one. The only time it would be impossible to place a number is if your board is actually full.

  • X's are worth no points in Beantown or Shantytown.

  • The number of rounds includes all shown - for 4 players, it's 8 rounds, 3 players is 9 rounds, and 1-2 players is 12 rounds (you can also just play until someone fills their board, it is approximately the same number of turns, depending on how you use Camptown).
  • Yes, you can fill in a square in Camptown if you wish when you put a number/X in Camptown. Any open square is okay.

  • The blocks you place due to using Camptown cannot be used as an adjacent object for placing new numbers. New numbers can only be placed adjacent to either the Power Plant or an existing number/X.
  • The 'lore' behind Camptown is that it's a national park, and people camp there, hence the name. Each time you build a power line there, you need to chop down a tree to do it, so you need to put that tree somewhere, hence the blacked out space. It's an uncanny simulation of reality.

  • Also Beantown is so named because of bean counters. Become one as you add up points.

  • And Shantytown, well that's just a dumpy place, so it's negative points.

  • And Downtown, come on, do I really need to explain that one?
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