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  Sneak Peek: Loonyland: Titan Tunnels 04:36 PM -- Thu April 12, 2007  


Not a whole lot different from the last shot... but here's the latest update on development! As of this morning, LL2CE is off. I'm waiting for them to finish making, and then ship to me, a sample of it so I can make sure it came out right. When I get that and it's okay, I'll order up the first (of many hundreds, I hope?) run of CDs for it, and then at last you will be able to BUY BUY BUY!

So while I've been on to that task (and many others - taxes, Kid Mystic's next CD run is also due, business talks, setting up the new Loonyland web site, and assorted other noise), I have been slow on Titan Tunnels. What I did get done was mostly at the library. I sat down and put in all the skills. Or almost all. There are still 4 placeholders in Grappling, and a few in Ice and Death Magic, not to mention however many I may change completely before actually finishing.

Don't get too excited, because I haven't implemented any of the new skills (except those way back when). I've just put them in the list and set up their descriptions as you see above. I'm really focusing on creating a complete set of skills that really interlock in interesting and useful ways, so that if you are going for a certain type of character, there's always some other skill somewhere you could boost (and various types of special equipment you might want) to really maximize its effectiveness.

The selected skill is a fine example. It's a teleport slash, where you just pop in and hit a number of monsters (1 per level, that's a lot of hits!). It's also a Serenity reference! Anyway, it explicitly references the Murdalize (formerly Assassinate) skill right there. If you don't recall, that's a damage bonus and stun for hitting someone while you are stealthed (very nice, since even with 0 stamina or 0 skill points in it, it's double damage). Since this is a teleporting hit, you can assume it's quite a stealthy attack. But that's certainly not the only synergy this skill has. After all, it's an axe attack. So all 10 Attack Skills will boost it in some way (except Axe Mastery - this attack costs no stamina and is instant, so speed is not an issue), as does Strength. Unlike other Wind Magic, this skill doesn't benefit from the automatic Spell Synergy, since it doesn't do any 'magical' damage. Maybe that synergy (and your spell damage % boost) should affect the amount of inviso-stamina it uses with Murdalize. Could be.

So I am creating these 'hidden' ties all across the skill list. There are just dozens of things that could help you with anything you want to use. Another example of how that plays out can be found in the bottom portion of this skill set.

You see, the first 7 skills in each Magic skill set are actual spells (4 you've seen, and 3 new ones). The 8th skill is a Grab Spell (remember, that's a spell you can only cast while holding an enemy). That makes the spell list easier to flip through, having one less spell to go through, while still giving you another spell (when you are grabbing someone, only Grab Spells are listed). This one, Inhale, actually eats the grabbed monster, healing you. I would love to do some kind of Kirby thing where you gain a temporary power based on what you ate, but that's just too big of an issue to deal with!

The 9th skill in each Magic set is a boost to another specific skill (not necessarily in the same set). In this case Whirlygig improves... can you guess? Whirl! It adds a tornado effect to it like Captain Capitan has (sucking in enemies, for more potential damage), and bonus armor while Whirling, at the expensive of Magic draining over the course of the Whirl. So it's sort of a spell, but triggered by doing something else rather than by casting it (another example is the Nature skill Quake, which adds a stunning earthquake whenever you cast Stone Spike).

The 10th skill is a true passive boost, exactly like the Talents, only you boost it with Skill Points rather than through use. This one, Chain Lightning, does just what you might think - it adds a random chance for any enemy struck by any source of lightning to chain a percentage of that damage to a nearby friend. I'm hoping to keep these more exciting and interesting than the Talents, which tend to just be simple numerical modifiers.

So you can kind of see how 'builds' begin to form. If you want to rely on Shock Orb a lot, you'd be foolish not to pump up Chain Lightning along with it. Of course, since Shock Orb is a Wind Spell, you'll also want to put points all over the Wind Magic page, since each point is 1% more damage. Another potential build concept hinges on the Ice spell Icebreaker. It shatters all frozen enemies, shooting out ice shards (no harm done to the shattered guys, except if they get hit by some shards). So you'd combine that with spells that freeze for a long time and freeze over a wide area - you want to shatter as many at once as you can! A Cool-Ade potion would also work well with it. The Ice Grab Spell is called Permafrost. It renders the victim frozen forever (and it radiates cold, temporarily freezing nearby enemies as well). That works very nicely with Icebreaker - you can Icebreak a Permafrosted guy as much as you want, he'll never thaw!

Speaking of Grab Spells and clever combos, the Nature Grab Spell is Healing Touch. It heals the guy you are holding and restores some of your Stamina. Why would you ever want to do that (besides to get some Stamina)??? That's for you to figure out! No, you can't pick up allies. But it synergizes nicely with a few other skills. I really enjoy unique build concepts, so I included skills that are meant for exactly that. I mean, there are 100 skills, and you get around 150 Skill Points total (I may add some, but not many for sure) - that means you can max no more than 15 skills out of 100. You definitely won't be using every skill! It's all about deciding what kind of character you are going to be.

Since you want to know, the remaining two spells on this page are Dust Devil (summon a Dust Devil ally, which sucks up enemies and spits them out, hopefully at other enemies) and Lightning Rod, which both causes the cursed enemy to be hit by lightning repeatedly and also makes any bullet that gets to pick a target automatically pick that enemy if possible. It's a lightning rod in the literal sense and the figurative.

That's another thing I'm looking at in making these skill lists - I want skills for different situations. Lightning Rod is a great skill for fighting a boss, or a specific guy you want beaten in the midst of lesser foes (maybe a healer for example). You get the Lightning Rod on him, and all of a sudden your firepower is being concentrated on that target. Other skills are better for general group mayhem. The Icebreaker strategy I mentioned above is all about fighting large groups. The more enemies, the more shards you get! The potential damage is enormous - if the conditions are right.

So that's what it's all about. I want to create a design space where you have enormous freedom to create. That sounds silly in the context of an RPG, but it's true. I want you to be able to discover a really fun combo that works that I never anticipated. Whether it's as simple as a skill that gets boosted really well by another, or more complex like a sequence of skills you use in a row. The fun I have in games of this nature is in developing my character, so I want to give you a lot of toys to play with in that development. As you can see, I've invented my own ideas and combinations in the process. I couldn't very well just randomly make spells and hope they fit together somehow. But I think I've created enough links that there is a lot of potential to make things I never expected. And this is just the skills - items and crafting will provide a whole other angle to tweak your character's power.

More to come on the topic of Curses and Charms next time!
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  Propaganda For Loonyland In General 02:07 PM -- Wed April 11, 2007  

On an odd whim and for no particular reason (except perhaps that I was in a spending mood having just dropped $1500 on a new computer this morning!), I am now the proud owner of:

LoonylandGame.com

I don't have any plans to make it particularly wondrous. I'm not sure why I have it. Just another way to come across the Loonyland series, I suppose. You don't need to be keeping an eye on that site. It won't be doing tons of amazing things like this site does. I'll still be doing the Sneak Peeks here, and the game pages will stay here. If anything interesting happens there, I'll be sure to let you know here!

I do have one little idea - just to show the map of all Loonyland there, and let you click on the provinces to be taken to information on them. The two (more to come later!) that have games set in them would link to the appropriate game pages. That's about the extent of my ideas so far. And of course links to the forum and Loonyversity and whatnot, so people who come across that site by googling will see there's a community to get involved with. Then maybe I can have pages about all the different monsters and things that live in that world. Bodzhas!

Now back to that parenthetical aside... I did buy a new computer! I'm excited. It's been more than SIX YEARS. Yes, my old one is getting old. The new one is a laptop, because I've been loving the functionality of using a laptop around the house via wireless, and in town too. I really like the idea that my work will already be on the laptop, just how I want it, since it'll be my main computer. I'll never say "Oh, can't work on that, it's at home!" or be missing a password or anything. Of course, I am also getting what I need to set it up as a desktop, so when I am at work, it'll be just the same as a desktop. Only with wireless keyboard and mouse, which I have not done before. I am entering the woooooorld of tomorrow! It's even got a built-in webcam (no, not going to be setting that up on a webpage!), widescreen display, and a CD burner that can actually print on the CDs (with special CDs). It's an HP. I've had plenty of bad experiences with HP products, so that is my big concern here. We'll see. Ah, so much fun coming! Sadly, it's infected with Vista. But I need to see how my stuff works on that, I suppose.
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  Loonyland 2 Propaganda 03:18 PM -- Tue April 10, 2007  

By the way, I don't think I've mentioned this little gem:

GameTunnel Monthly Roundup for March

Loonyland 2 tied for best game of the month! And they didn't even count the score I gave it, a 37/10! That would've put it right over the top. They should also be posting a full review of it eventually, I can't wait to see how it does there.
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  Collector's Edition Alert! 05:46 PM -- Mon April 9, 2007  

This is a reprint of what I just posted in the forum, for those of you who don't keep up with it.

If you are going to be picking up the Collector's Edition (and what kind of insanity would stop you!?), I'd like to let you know that it's a good idea to get one of your characters up to right near the end of the game. Doesn't matter if they're in Madcap mode or normal mode, just so long as they are ready to win the game soon!

This is because you need to finish the game (either mode) in the Collector's Edition to unlock the commentary. So if you have someone ready to do it, you'll be able to pop right into the commentary! Yes, you will be able to just install the CE over the regular LL2 and continue from where you were.

The requirement to finish the game was just to prevent spoiling things, so that I was free to talk about everything in the commentary, since I know you've won the game already.

There are also various "Gallery Goals" you need to complete to unlock the gallery pictures. Good luck finding them, they are wacky. Some of them can only be attained in Madcap mode. Speaking of which, the new arena battles only exist in Madcap mode, so that's something else to enjoy in Madcap. They are very advanced, so you won't win them until you get a lot of crystals.

According to all those facts, your best bet is to get a character as far as you possibly can, without finishing Madcap. Or if you are adventurous, finish Madcap, then get near the end of it again - that'll have you better suited for the bonus battles, which include the hardest and longest battle in the game. Or finish it 5 times, so you're so powerful you can just walk right through to the end. You'll still have a hard time with the final bonus battle!

You have at least a couple of weeks to accomplish this, so go for it! Once I get a chance to make up the CD artwork tomorrow (much too busy with family things the past week!), it'll just be waiting on the printing, shipping, and warehousing, but that is definitely a long process.
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  Sneak Peek: Loonyland: Titan Tunnels 06:06 PM -- Mon April 2, 2007  


I mentioned earlier how I was updating the skill displays, so here are a few examples!

I just included Ice Cube to show a skill that has a bunch of interesting values, since the other two each only had one value in them. But I included the other two for a reason!

First, Pick Lock is a new sort of skill, in a way. It takes the synergy idea from the Magic, and applies it to this specific skill (Pickpocket and Disarm both work this way as well). Basically, anybody can invest a few points and be able to pick locks, but only a dedicated thief - someone who had invested in a lot of Thieving Skills - will ever be really good at it (points spent in the Pick Lock skill are worth far more to your success than points elsewhere, of course). In fact, if you max out the entire Thieving Skill set, you'd have a 100% chance to pick any lock (or pocket or disarm any trap) in the game! I don't think that's too wrong, since it requires a 100 skill point investment. As you can see, Thieving Skills get a notice at the bottom like magic spells do, so there is no confusion as to what counts. I actually could get rid of all those notices now that everything is in full sets of 10 skills - there's a label at the top of the screen saying "Nature Spells" or whatever the group is, so you can't really be confused. Think I might do that. Anyway, sorry you have to do math to figure out your Pick Lock chances, but rest assured that the odds are low and rapidly get higher as you add points. I only have the ability to print out specific values in the skill description, rather than making calculations based on a bunch of stuff. Definitely in the next game, I'm going to make skills display values that reflect everything you have that affects them.

Acid Spray is also a new and interesting type of skill. It replaces the skill I mentioned a few peeks back called Toxicity. That was a passive boost to poison damage. I worried that that was a little too powerful, especially with the added boost of decreasing enemy strength (with the Arsenic talent, it already decreases their armor drastically!). So I came up with something I think is much more interesting. A skill that is activated simply by drinking a potion - and a potion that nobody really thought was of any particular use before. Now it will have a use! I'd like to make other "potion skills", but I'm not too sure of any more that are needed or interesting. It occurs to me now that I should change the description to "per second", though, since that is more universally understood and is in fact how long one 'tick' of poison is! There, just changed it. But you get to see the original! That is some behind-the-scenes action right there.

Another reason I dropped the weakening effect on Acid Spray/Toxicity is that I want to add 'cursing' as a game mechanic. I mentioned that before. The only really worthwhile curse I could come up with for the player to use on enemies, that isn't already covered by existing abilities, was Weakness. So I want to add a Weakness spell to Death Magic. If it's not obvious, Weakness would make the damage the monster inflicts much lower until the curse is gone. Or maybe I'd call it Doom Curse (or how about "!$&# Curse"?), and if the monster dies while afflicted by it, you get a free Bonehead! So many things that could be done... I just have to pick out the best choices and get this game done.

That reminds me of a huge mechanic I dreamed up this past week and spent a while writing out. I won't be including it. It's just too big, and will have to wait for another game. The idea was that you would have a pet Bok Bok that follows you around. You could equip Wingbands and Bok Hats on it. Besides boosting its stats, a Wingband would tell it what to do. Like a "Wingband of Healing" would make a Bok Bok that spits healing bolts at you as needed, and a "Wingband of Slaying" would make it rush at enemies and headbutt them. The Bok Hats would also have a skill on them, but a different type of skill. Like a "Bok Hat of Fury" would allow him to activate a Berserk effect on himself every so often. The Bok Bok would of course level up over time, improving its life and energy. The last element was that Wingbands can hold Feathers. Better Wingbands (found at higher levels) have more Feather slots. Feathers are just simple stat boosts, so the combination of the two pieces of gear and which Feathers you stick in them let you decide just what type of helper you want. Maybe you want a little tiny tank to take hits for you, or you want someone to heal you, or an ally to dish out damage while you take the hits. The cherry on top of the whole concept is that if the Bok Bok is slain, it's gone until you get a Tucson Feather, which is a semi-common random drop. If you have any in your inventory, one is used up and he reappears with half health and energy. So you don't want him to die, because it uses up a limited resource, but it's not such a big deal because the feathers are common. It all sounds fun, but it's such a huge concept it's practically a game of its own.

I am definitely looking to expand the options you have for upgrading your gear, though. Just not that drastically. There will be some new equipment slot for sure. One idea is to have Boots, and one of the two stats they carry is Speed. Then I can get rid of the Mobility talent, and just make the Speed stat on the boots have that effect.

Another thing along these lines is that there WILL be a shared stash between characters. Not the whole stash - if you have family members playing, you can keep some items to yourself. But a page of stash will exist to swap items between characters. This lets you 'twink' your new characters (pretty important in a game with dozens of classes that has special achievements for each class to earn). As a result of that feature, I'm adding an 'anti-feature' of sorts. Something you might not like, but which is important for maintaining some balance and adding a sense of progression and something to look forward to. Requirements on items. So if you give your newbie a magic Axe with 10/10 stats, he won't be able to use it for a long time. The other thing I like about adding requirements is that it makes finding equipment more of a challenge and more exciting. One problem in LL2 is that you can get 10/10 gear by the time you're level 10, or close enough (and with axes, you often don't want 10 damage, so you can find 5/10 or something like that even more easily). So now getting a 10/10 that actually suits you will be tricky. Requirements will be randomly either a straight level requirement, or a skill. So an item might require that you're level 20 before equipping it, or it might require that you have 7 Axe Mastery to use it. This also makes it easier for a fighter character to use heavier weapons, because Axes will either require a level or any random Swinging or Throwing skill (making 2/3 of powerful axes unusable to a magic-user). Similarly, Amulets will either require a level, or a random Magic skill (a little tricky, since there are 50 magic skills - maybe the Energy skill will be picked half the time). And so on... I can also add a talent that lowers item requirements ("Fashion Sense"). Of course, you'd be fairly high level by the time you maxed it! Anyway, it's interesting how adding a simple limitation like that can add a lot of complexity to the items.

And lastly with regards to adding equipment complexity, there will definitely be some sort of 'socketing' feature. I've already got a simpler one - sticking lenses into glasses. But I'd like there to be socketable regular equipment, so for example, you might find a non-magical axe with 2 sockets in it, and you stick in runes/gems/flowers/sandwiches (whatever the socketing thing is) to make it a flaming axe that gives you +1 to Axe Mastery. That way you can hand-craft items that have exactly what you want, but not quite as powerful as Golden items can be. You trade off the top bit of power in exchange for actually having a chance of finding just what you want. I haven't really come up with how I want to implement socketing, but definitely something. Some way of enhancing items.

Oh, and lastly lastly, I really need to add one more type of 'crafting'. I think I mentioned that before. Any ideas? Something like Clockwork, Alchemy, and Junksmithing, but obviously unique in some way. What else could you craft, and how could you craft it?
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  Pay up, pal! 05:13 PM -- Mon April 2, 2007  

Just a nice little note... I finally got Plimus to fix the lack of Paypal in our ordering options! So in case you were sitting there going "gee, I want a Hamumu game, but I have access to no money that isn't ensconced in Paypal", your problems are solved! You'll find Paypal in the list of payment choices on the first page of checkout. I'm very glad that's finally up and running.
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