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  Dumb Accounts 10:52 AM -- Tue May 8, 2007  

If you peruse this website (while logged into the forum), you may notice a tiny little surprise. It's on every single page.

Did you find it? Good! Well, that is obviously nothing useful or interesting, but it was a simple test as the first step toward Dumb Accounts. See, here's the story:

Plimus, the company that currently handles our orders, is failing us. Not to say anything is broken, or your orders are in any danger - on the contrary, everything is exactly as it has always been. It's perfectly secure, and works just fine. The problem is that it IS how it's always been. I've been asking them to fix this one minor problem for over a year now (I think for two years, but I'm not sure). I get answers anywhere from a big run-around where they need to ask other people (other people who I have since asked myself, to discover that they are not involved at all) to no reply at all. The problem is simple enough: the default shipping option on CD orders for international customers is this insane $65+ fee. I don't even need them to remove that option, just make it not be the default! It's been used several times, always on accident (who would intentionally use that?!). So then we always have to go through this process with an upset customer, and refunding money and all this stuff. It's utterly ridiculous and it's a five second fix for them to do.

So I told them I'm done if they don't fix it. Well, I got no reply to that, so I am done. How does this all lead to Dumb Accounts? Well, I am going to switch to Paypal for order processing. I think that's a good thing - everybody knows Paypal, so it will be well trusted. And it's not just Paypal payments, they handle credit cards and all just like Plimus. The other great thing about them is that their rates are very low, so I'll make quite a bit more per sale (well, actually about $1 on an average sale, but that adds up!). The downside is that it functions in a completely different way, so I need to do major backend changes to the website. This is also a sort of upside, however! That's because the way Paypal functions gives me more flexibility and power here on the site, much like when I had my own merchant account, way back when.

And that, in part, is where Dumb Accounts come in. A Dumb Account is your forum account, simple as that. But as you can see by the little surprise on every page, it will be linked to the entire site, not just the forum. And it will contain a lot more than just forum stuff. Here are some ideas I have had for what it could be used for:
  • Store your shipping and billing addresses (not shown publicly!), to make ordering easier.
  • Track what products you own from us, and you can get new download links automatically - but I get notified when you do, so I can stop abuse of this feature.
  • Track your prize points!
  • Maybe someday, spend your prize points directly through a web interface (and apply them to game orders sort of like a gift certificate).
  • Definitely lots more ways to GET prize points and spend them.
  • Future games can have an online score system tied to Dumb Accounts. Your scores go up under your Dumb Account, instead of under some random name.
  • At last, a hand-made, trustworthy chatroom, where you are who you are and it can be verified! And you won't have to login - you're already logged in as long as your Dumb Account is. Incidentally, I'm also hoping to implement this chatroom into future games, so you can chat with people playing games and on the site while you are playing. Need help? Just ask right in-game!
  • An automatic sig generator that displays your achievements in our games, or which games you have? Maybe somehow. You could use it anywhere, it'd just be an image generated here. Spread the word of Hamumu! This is inspired by the Xbox Gamerscore thing you see people posting on their blogs and such. Same idea, but for your Hamumu games.
  • Integration with Dumb: The Game, so your DQ is under your Dumb Account too (and can go in that sig! Or you can hide it in shame).
  • User ratings and reviews of our games? Doesn't really require Dumb Accounts to do, but something that could be done with them.
  • Not that we have so many products, but it might be fun to do the statistics across accounts and do the "If you liked Supreme, you need to try Kid Mystic!" recommendation system (based on which games tend to be owned by owners of the game you're looking at).
Do you have any ideas of stuff that Dumb Accounts could do for us?

By the way, this is not coming soon. Well, fairly soon - it's my top priority project, and LL:TT is now on the back burner until this gets handled. But it'll take quite a while to get working, I fear. Web programming is hard!
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  Interview 01:54 PM -- Fri May 4, 2007  

Yet again, I am the subject of intense scrutiny, via this interview at Joystiq.com. No new surprises in there, but it's general interest Hamumu stuff, right?

In other news, I now have WoW. I played WoW all morning and don't know where the time went. Maybe some work is in order.
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  Victory! 03:25 PM -- Sun April 29, 2007  

Medusa's Lament is complete. I'll upload a more downloader-friendly version to the Gamelets page in time, but for now if you want, you can get the contest entry version right here (2ish MB). It's got a weird creepy song, horrible sound effects (neither my microphone nor my sound editing software work on my new computer!), and, um, instructions. Unzip and play! I am off to relax after a hard-working weekend.
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  Way new looks! 10:46 PM -- Sat April 28, 2007  



Look at all that! As you can see, the crows have gotten fat on Medusa's garden. The game is essentially done now, minus dozens of hours worth of polish. Like for example, the ability to get hurt (frankly, I think it will become nearly impossible once I add that, but then I'll just need to tweak speeds and such), and some sort of score. The background there has 7 layers which scroll independently, so as you climb up, you sort of reveal more. It would've been fun to have surprises to reveal as little rewards for getting far, but it's just a plain old landscape. Maybe I'll add a goat on the mountain if I get time. Looks pretty good in action though.

I'm done for the night... I could sure use a break. Then I have tons of time tomorrow to hit the finish line. One thing that really needs work is the collision detection. Right now you can only gaze at the birds' feet properly. The rest of their body is made of reflective feathers.
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  Better 04:28 PM -- Sat April 28, 2007  



Well, she's still spitting rather than gazing, but look at how her head is attached to her body! Thanks DrPetter, for helping me figure out the conundrum of cosines. And the only real major technical feat in the game is done as you can see - the crows stack! Actually, it's pretty morbid, like I'm standing on a heap of dead bodies. But they're not. They're statues. Remember that! Statues that were living creatures moments before, but hey, I'm Medusa. Now I'm off to do major artwork. The artwork is going to have a big impact on gameplay at this point, since the first thing I'll be doing is making those crows be fat crows, about 3x the size. That will get you climbing much more quickly. It took about 5 minutes of play just to get as high as I am in this shot, and I'd like to be scrolling the screen up ever skyward. I'm gonna have a bunch of layers of parallax scrolling in the background to make it interesting, so I better get on that.
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  Slow progress 02:59 PM -- Sat April 28, 2007  



Medusa's most serious lament is how her head is disconnected from her body and upside down. That's the huge problem I'm having - working out how to render the rotated sprites properly. I gave up on it hours ago and have decided to live with it for now.

Her secondary lament is that her eyebeams seem to shoot out of her shoulder. That's less of an issue. Her final, and intended, lament is that there are crows messing up her garden! So she is zapping them into stone, eventually. Then somehow, via some code I'm not sure how to write, the crow statues will stack up, making a mountain for Medusa to climb. Your score is the highest you reached before dying. You can die from being hit by a bird, hit by a falling stone bird, or falling off your mountain once it's tall enough.

Right now, none of that is in. Birds just show up and you can zap beams all over the screen, to no effect. And your head spins around. You can also run around and jump. These are all temp art, of course, on the off-chance I actually finish (which worries me greatly with these technical problems!), and have time to put in real art.
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  Medusa's Lament 08:51 AM -- Sat April 28, 2007  

I struggled all night to come up with an idea, then as soon as I hit the pillow, it came to me. I had lots of ideas before that, but they were all either too hard to do in time, or the building the level aspect would lead to one simple and obvious 'right way' that would be no fun, or both. But in bed, it all came together. I almost got up to get started, but eh, sleep is nice. So it's now morning, and time to begin

MEDUSA'S LAMENT


I trust that just from the title you can see how this game will involve "building a level" as you play! I begin!
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  LD48 begins! 07:05 PM -- Fri April 27, 2007  

The theme is "Build The Level You Play". This was my own suggestion! Hooray for me! Too bad I now have to make a game of that theme. I actually had an idea which inspired me to suggest it in the first place, but it feels like an idea that really only applies to a big game, can't be done justice as a little 48 hour job. But, time to think about it and decide!
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  Reboots 05:57 PM -- Thu April 26, 2007  

Well, it's been a busy week, through no fault of getting things done (interpreted properly, that says I haven't gotten much done). My new computer has arrived, and all week has been spent getting it set up for proper use. Just now I've run one of my own games for the first time, and it went swimmingly! A new computer is an interesting time, to upgrade things and change how things are done. I'm trying out this new Getright Pro instead of merely Getright, because it has this feature where you can compare a folder on your computer to one on your website, and auto-copy things in either direction until they are the same and current. That'll make web updates kind of handy, if it's fast. I'm also looking forward to finally installing the latest FL Studio, which I have been several versions behind on for a long time.

Anyway, everything is all new and shiny (extra shiny - it's Vista! Which is something of a concern for many reasons, but hey, I need to be testing on Vista anyway) and quite exciting. My favorite part is that it's a laptop, so now I can carry around all of my work wherever I want. No need to copy over whatever I want to mess with and realize I can't do this or that (such as work in 3DS Max). Everything there is to do is on the laptop. I've got it set up as a regular desktop in the office though. Then I just pop out a couple cables and walk off wherever my work takes me. Usually that's to the living room to hang out on the web while watching TV. I'm nothing if not productive and cosmopolitan.

The bad news is I bought World Of Warcraft. Amazon was having a deal (slightly worse deal now, but still $15 off!) where you get both the game and the expansion for $30, shipped free. Since the expansion alone is supposed to be $40, I couldn't turn it down! I won't be signing up my first month of money wasting yet, though. I'm saving it for some sort of occasion. Perhaps the end of Titan Tunnels? Nah, probably not that long! But the future, at any rate. It can sit and tempt me for now (well, not yet - it hasn't even shipped yet).

That's life in the big city. Still getting set up, but I'm gradually running out of things I need to copy and install. Oh! And there's a 48-hour contest this weekend! So once I have this set up, I can inaugurate it with a 48-hour bit of game development. Should be excitotastic as always!
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  Sneak Peek: Loonyland: Titan Tunnels 11:55 AM -- Thu April 19, 2007  


This is obviously not an in-game shot. But it's what I worked on all day yesterday! This is the definition file for the magical properties that items can have. So let's talk items.

I'm completely redoing how items work in this game. First of all, I also finally decided I needed to know exactly what the items were yesterday, so I worked it out. Here's the complete list of different equipment types. Note that each type has a unique way it can be upgraded. So have a look-see:

Axe - Provides Damage and Speed. Upgrade by applying Sharpening Stones you find. Each one applied has a chance of raising your Attack Boost by 1% (more on Boosts another time, but as you can guess, Attack Boost is a percentage increase to damage). The more Sharpening Stones that have been used on an Axe, the less likely they are to work. Eventually you reach a point where it just doesn't upgrade anymore. You decide whether it's worth it to keep trying more stones on the same Axe in the very slim hopes of an upgrade, or if you should save them for another Axe in the future.

Parka - Provides Armor and Stamina. You can find Patches with different bonuses. They mostly boost Armor, Stamina, Life, and Resistance. Stitch any one you like into a Parka. Stitching in a new one destroys the old.

Amulet - Provides Magic and Spell Power. There are springs underground sometimes. Bump into one and you can dip your Amulet into it. It gives the Amulet a random power (things like +5% Nature Magic damage, etc). So any time you find a spring, you can gamble that it will give you something better than what the last one did. New dippings replace the old. The deeper you go in the dungeon, the more powerful the dippings tend to be, but it's still totally random which type you get.

Glasses - Provides Searching and Magic. Searching is the odds of finding hidden stuff around you as you wander. Makes sense for glasses! You upgrade these the same way you used to - sticking in lens pairs.

Belt - Provides Resistance and Life. The higher your Resistance, the less time you are poisoned, stunned, or frozen for (but the deeper you go in the dungeon, the more your Resistance is decreased, so if you don't raise it, you're going to suffer longer!). You upgrade Belts by Bucklecrafting! What is that? You do it with the Junksmith menu. There are two buttons now. You put your selected junk in, and you either push the Junksmith button or the Bucklecraft button, to make random equipment or a random buckle. The buckles pick a random magical power to add to your belt (random, but always the same - 3 Gears will always provide the same power, but I can't tell you what that power is until I try it!). That makes buckles a very nice thing to have.

Boots - Provides Mobility and Stamina. Note that Life, Magic, and Stamina now all have 2 items that boost them, so you can get higher than you could. Mobility on Boots is going to replace the Mobility talent. Get better boots to move faster. Boots have an odd upgrade scheme. You find Left Soles and Right Soles. You can't put a Left Sole into your Boots until you have put in a Right Sole. That's because Right Soles are not good, they're bad! So it's an interesting combination. You get to decide what penalty you suffer in exchange for which bonus you get. So if you are a warrior, you might take -10% Magic in exchange for +10% Damage. Deeper in the dungeon, you find less harsh penalties and better bonuses.

That Left/Right Sole thing is my little protest. Everybody knows sinister means left, and everybody always puts good on the right side. I'm putting it on the left. I'm left handed! And dang if this new wireless mouse I just got isn't right-handed, and really awkward to use! In the picture they showed a neutral mouse.

So anyway, the chart in the picture is the spreadsheet of magical powers items can have. Notice the big string of poison ones. Say you find a magical axe on the 9th floor of the dungeon. Notice the MINLEV and MAXLEV columns? 9 is within the valid range for both Icky and Diseased. So you might get either a Diseased Axe or an Icky Axe. The difference is in the EFFVAL column - Icky poisons for 1 second, Diseased poisons for 4. The money column indicates how much money they add to the value of the item. The last column contains which items the magic can be found on - only axes can be Icky. A "PF" in this column indicates that the magic is a prefix. Other magics, like Sickness and Sneaking, are suffixes. That means you can get an Icky Axe Of Sickness (since it can have both a prefix and a suffix). A "RARE" in the FLAGS column means a Rare power. It of course only occurs rarely, and it also can only be found on Rare Items. See below. There are three "Of Defense" powers (the same 3 powers exist for every skill in the game, which took a long time to type in!). One is a regular +1 to the skill (for Defense, it can be on Parka, Boots, or Belt). That can be found at any level. Then there's a rare, valuable, and only found very deep power of +2 to the skill. Lastly, there's the also rare power that can be found anywhere, which is a +1 to the skill, but it can be on any item type. So you'll never get a +1 to Defense on Glasses, except on a rare pair of Glasses.

Here are the different tiers of item quality:

Normal - An item with no magical power.

Magic - An item with either a prefix or suffix, but not both.

Enchanted - An item with both a prefix and suffix. More rare than Magic items, of course.

Rare - An item with a special name, randomly generated. It has 3 prefixes or suffixes, but luckily since it has a random name, it doesn't have to find a way to fit those prefixes and suffixes into its name. Rare items can have stats up to 15 instead of 10, but each plus beyond 10 is exponentially less likely. A 15/15 would be a miracle to find. You can't upgrade these items with the upgrades mentioned above. They are what they are.

Artifact - A handmade item with a special name and up to 4 specifically chosen powers, including powers that other items simply can't have. It may also have stats of any value I feel like giving them. You of course can't upgrade these!

So with the benefits of magic items in 6 slots instead of 3, and the new Boosts to be discussed later, you're going to be a lot more powerful in this game than in Loonyland 2. As a result, I'm going to have to beef up the enemies! The tricky part comes in with the various things you summon and Clockbots. Those things will need to be upgraded so they can survive and be useful, but they could end up overpowered in the early game as a result. Balance is hard!

Last thing: notice how it's in a nice spreadsheet? These files will be accessible to the end user. Mod away! It's specifically set up (like LL2CE, as you'll see when that is eventually available) so that you can copy the files and make a mod of your own. Then when you start a game, you choose which mod (or Original) to play. You'll be able to make your own powers and artifacts. I'm trying to figure what else can be modded and how, but most things would just take too much work to set up to be moddable. Monsters are one idea, but probably the hardest one of all. On the plus side, changing them to a moddable format would actually make their code simpler and less likely to have hidden bugs. On the minus side, they would be less unique and different from each other in behavior, and it would be weeks and weeks of work to get them working again.
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