Author Archives: Daniel

So That Happened.

GDC happened! And with it, some exciting announcements that we have been selfishly hoarding for people who deal in the trafficking of humans (to their websites).

Why hello there.

Steam Knight of Her Majesty’s 1st Armoured Guards Regiment reporting for duty.

First, we announced that we will be releasing Clockwork Empires in some sort of paid early access model this spring, with more details to come soon. We decided to run it this way a couple of months ago, but we’ve been discussing it internally for a long time. Clockwork Empires is just a good fit for the process. It’ll be a new experience every time you play it, and we can use the way that people are playing the game to inform our design priorities. Also we can sneak in stuff so if you pull up your game after an update some new and weird things can surprise you, and that’s awesome.

More importantly, we announced the Steam Knight, cleverly hidden in plain sight this whole time, who may be armed with a grenade launcher or one (or two) of a number of other gigantic weapons! There are turrets as well: the Minum Gun Turret (“what we have and what the fishpeople do not”), which can be deployed to protect yourself from waves of Eldritch horrors, crudely armoured bandits in the Grand Australian Tradition, as well as The Stahlmarkian Menace. There are some issues with them so we disabled them for the press build (take THAT press!), but we will soon fix the bug that allows every character in your settlement to sit in the same turret seat and never leave. Ever.

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Humble Roguelike Sale

silly_stuff

If you own Dungeons of Dredmor and have had an eye out for new Roguelikes, check out the Humble Roguelike sale going on right now!  Also if you don’t have Dredmor, we’re not angry, we’re just disappointed.  You can fix this.  Go here:

www.humblebundle.com/weekly

 

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The State Of The Empire

So January!  Hello!  We’ve been working on Clockwork Empires for – I feel safe to say now – a fairly long time.  There’s a lot of code in there, and you guys haven’t been able to play it yet.  We all wish that weren’t the case, so I guess I should tell you what we’re doing about it.

THIS IS MY LIFE.

THIS IS MY LIFE NOW.

Mid-December to the present was mostly a write-off due to familial obligations, plague, and stress relief in various forms, but some secret work was undertaken on the dreaded UI.  It was sort of like that montage in the Lord of the Rings where Gandalf leaves in the middle of the battle to go read some dusty scrolls in Gondor, except that was David, and it was a copy of The Elements of User Experience.  Suffice it to say that things are looking much better in that department.  Our loose framework of “technically sufficient” programmer tools are starting to actually indicate what they’re for.  It’s pretty cool, and a surprisingly laborious and meticulous job.

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Go Forth and Monetize!

Digglakis

Gaslamp Games Inc. hereby gives permission to ANY third party to use images and sounds from Gaslamp Games Inc.’s video game Dungeons of Dredmor in “Let’s Play” videos, reviews, or any equivalent content on YouTube (www.youtube.com).

If you do choose to use images or sounds from Dungeons of Dredmor on a video, we hereby request that you include the following copyright notice:

“Copyright © 2013 Gaslamp Games Inc., www.gaslampgames.com”

This authorization is given if the video is monetized or contains advertisements or other commercial goals.  You don’t have to, but if you do, hey that’s cool.

If you make a whole lot of money playing Dungeons of Dredmor, and buy yourself a tasty beverage, we hereby request that you say “Skol” before drinking it one time.

Furthermore, if you are affected by administrator removal of content which you have made due to the inclusion of Dungeons of Dredmor content in a video, please contact us at contact@gaslampgames.com so we can work with YouTube on your behalf.

(Also, we’ll include Clockwork Empires in this statement when it’s ready for the world, and when the world is ready for it.)

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You take the story and you put it in the economic simulator

please_dont_sue
One of the next steps for us in terms of the actual GAME development is going to be the inclusion of work time and not-work time for the characters.  This is kind of tricky, because if you have a button that lets you control how much of any given time period a character works, you’re going to want to crank it all the way up.  And when the characters get cranky, you’re going to want to just ignore their demands for the good of the production chain.  But we want your characters to not be working sometimes, because that means that they can form relationships with other people that they don’t work with, and they can sleep and drink strange liquids and have Super Secret Meetings.  It’s important!

This is a trap.

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Pre-Alpha Testing Has Commenced (Whatever That Is)

The grim realities of testing.

Well, it’s started.  A very small number of builds have gone out into the wild, with minimal functionality, as part of a systems compatibility test.  We have disabled pretty much everything but getting people to keep themselves alive, and some ramifications for not doing so, the least of which probably being death.  Again, the possibility space is very limited with this build so we can focus on the really important stuff like hardware compatibility.

We will gradually be enabling features on the builds that are in the wild, and at the same time increasing the number of participants in our Experiments.  If you’re interested in participating, please sign up for “testing” via the mailing list at ClockworkEmpires.com – I promise we won’t send you any news you don’t sign up for (we hate it when people do that, so we’re not going to be those people).

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Help us raise money for children’s hospitals!

Today we’re working with a bunch of other indie game developers to help a charity called Extra Life raise money for children’s hospitals. If you could contribute $5 or $10 it would mean a lot to us.

The donations are going to Seattle Children’s Hospital by way of the Children’s Miracle Network (and if you are in the US you get a handy tax deduction form thingy)

http://www.extra-life.org/index.cfm?fuseaction=donorDrive.participant&participantID=58321

We’re going to be playing Crusader Kings 2 on our stream, which will start at 5pm PST, you can catch us on Twitch.tv, and we’ll be our handsome and charming selves.  See you on the twitch channel!

http://www.twitch.tv/indiemegabooth

Edit: Wow, we’re terrible at Crusader Kings 2. And at taking care of children in Crusader Kings 2. But we’re great at beards. Help make up for our terrible medieval child-rearing in the 11th century!

Edit #2: In case you missed it, you can see the archived stream of us flailing about in Medieval Denmark here. We’re on for about the first hour there.

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Brief Frontier Simulation Update!

And now we present a Daniel Jacobsen News Update – delivered at the speed of one of those newfangled steam-trains! What an exciting Age of Progress!

Characters now form relationships with other characters!  Right now it’s sort of like speed dating.  When they talk to each other, they get a chance to compare their traits and determine whether they are compatible, and within the scope of about 5 seconds, they might just fall in love.  Or they might hate each other. The frontier is a complicated place, charged with emotion.

Two conversations with rather different results.

Two conversations with rather different results.

Upon creating these relationships, characters tend to prioritize any task that will involve their partner, and they’ll be extremely upset if anything happens to them.  And if something bad does happen, they actually have an option other than crying, waiting to starve to death, and being driven to a homicidal rage!  Yes: they can drink ale to make themselves feel better.  Sleep helps too, but they don’t know it yet.  One day they may even be able to talk out their problems, but not today.  Oh no.  Not today.

Characters can also create rival relationships and they’re similarly extremely quick to judge, though they’re not actually nasty to each other just yet.

The barber forments rivalry with the NCO while others discuss hats (or talk to no one and just think about being hungry).

The barber foments rivalry with the NCO while other colonists discuss hats. And a labourer standing in the tools stockpile thinks about how very hungry she is because this colony has no food at all.

I was going to write about how difficult it is to actually implement other emotions than happiness and sadness, but… it’s not actually that hard, thanks to our design.  Given any situation, such as a loved ones’ death, we simply say, yeah, that would make a character really sad, slightly mad, and quite angry!  This affects the choices that they’ll make by increasing the utility of venting in various ways.  Anger increases the likelihood that they’ll start a brawl (they’re frontier people, that’s how it’s done!), sadness increases the likelihood that they’ll need another pint at the pub and a good cry, and so forth.  Things are going brilliantly, this is awesome.

You’re awesome too. Thanks for reading.

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