Author Archives: David

The Sound Of One Gear Turning

Sound effects, wow! Pow! Bzam! Krakow! They’re important, they’re part of the game experience, and I’ve been plugging a lot of them into game objects lately and generally writing giant spreadsheets of sounds that need making.  The talented Matthew Steele, or our sound and music man for Dredmor, is back again for Clockwork Empires so he gets to enjoy said spreadsheets. Nicholas is into music — brace yourself and ask about synthesizers some day — so he and Matthew have worked that side of things out. Meanwhile all I listen to is horrible ‘industrial noise artists’ from eastern Europe, so I’m taking point on making  sound effects happen. And, horrifyingly, my terrible musical tastes are relevant because a lot of CE’s soundscape is in fact going to involve a good deal of industrial noise. I love it!

A Most Pleasing Noise

smallOven

The littlest oven.

The tricky thing about these industrial sounds is that they have to actually be somewhat nice to listen to. Imagine a power-saw or a jackhammer — they sound awful and you’d better be wearing ear protection if you’re anywhere nearby. To have absolutely realistic industrial sounds would wear on the ears somewhat and, well, I’m glad I’ve got Matthew around to cook these up.

One of my favourite industrial sounds done so far is for the ‘small oven’; I find it really relaxing somehow:

Small Oven:

(Makes you really feel the holiday spirit, as if huddled for warmth around the factory boiler on a cold winter night.)

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The Codebase of Elemental Evil

Nicholas usually played as Nicholas (race: Half-English, class: Coder, specialization: Graphics, favoured enemy: Writing Documention). But this week we brought the snacks and he got to be the Development Master. That meant the adventure was his pick. We always dreaded his week.

Sean (Half-Scot Artist, specialization: Environment) made coffee of blackest night. Cups filled and SVNs updated, The Gaslamp Games adventurers assembled at the table. Once everyone had quieted down and settled in Nicholas began as he always did. With dramatic pause.

… … …

“This week we enter The Codebase of Elemental Evil: A story of Clockwork Empires.” he intoned.

Tremble, mortals.

Tremble, mortals.

Daniel,  Viking dual-classed Executive/Programmer, spoke up immediately. “Dude, I don’t think this adventure will motivate team-building. We’ve got four artists, and since you’re DMing we’re down to just two coders. It’s inappropriate.”

Flustered, Nicholas responded “Well hang on! Joseph is sick this week so that’s just three artists, and David said he really wants to do this adventure.”

I chimed in: “Yeah, I mean I’m an Artist/Manager right now, but I’d like to multi-class one more time as a Programmer because the adventuring party could really use more gameplay abilities.”

Indeed.” said Nicholas portentously.

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Fixing The Economy

The weeks leading up to the release of the Clockwork Empires teaser trailer were focused on putting together visual polish and gameplay situations to fit a desired narrative. This all looks very pretty but it doesn’t develop the substance of the game — now, we return to substance: the economy.

(Well, at least I am. Other people are working on other stuff which is also cool. But I get to indulge in this post now because it’s my turn! So let’s get some adorable little icons going to liven things up… )

There's more where these came from, believe you me.

There’s more where these came from, believe you me.

Although we’ve all got input on the design of the game, in broad strokes we’re putting the responsibility for design/implementation of particular areas of mechanics on individual people. Daniel, for example, made himself an advocate for developing character personalities and relationships (see also: his posts about such things as relationships & event knowledge). Meanwhile, I have a passion for, paraphrasing Nicholas here, “optimizing transfer of goods between two grain silos in Ukraine” so, naturally, I’m taking on the role of advocate for economic matters in Clockwork Empires (see also: my posts on loading bays, and going way back, industrial logistics). Putting together a (first draft) of a (vaguely) working economy is my task for this week.

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Clockwork Empires: Teaser Trailer & Website

Greetings, Colonists!

We’ve all been working very hard, driven half-mad by lack of sleep and an excess of the foul black brew known only as coffee. And we have a lot of fun stuff to show you. Just a little something:

We’ve also got a whole new website for Clockwork Empires! I’m going to link to it like three times here so you’re absolute sure not to miss it. Go! Go now! Or very shortly! Let’s make it easy:

–> www.ClockworkEmpires.com <–

It shows off yon video, a load of screenshots and fun pictures, a (new, smarter) Gaslamp Games mailing list signup (which you should sign up on to get steaming hot news straight from the boiler, plus insinuations about alpha testing). The site will be updated with all kinds of awesome stuff as development proceeds!

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No Rock Is An Island

(– Unless, of course, it is.)

Let’s talk about rocks. And let’s start with a screenshot from in-engine:

Have a happy little mine. (Note that we're still working on implementing happy little mining accidents.)

It’s a happy little mine. (Note: we’re working on implementing happy little mining accidents.)

I hope we’re all familiar by now with how excited about the mundane I can get, see: loading bays, trees, etc. Rocks are totally mundane. But getting the mundane things just right is super important because it ties everything else together. High-poly fancy fantastic amazing show-off hero models & apocalyptic effects and animations are impressive, sure, but they need to exist within an artistic context that supports the claims they make and gives them meaning which resonates beyond their superficial visuals. Rocks tie the landscape together; The landscape is the stage on which the dramas of Clockwork Empires take place. Together they tie the whole game together.

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How Many Particles Can Dance On The Tooth Of A Sawblade

— Not nearly as many as can be emitted by a small oven, it turns out, due to what is probably a quirk of rendering that needs sorting out. More on that in a bit.

Nicholas has talked about particle system before in terms of technical development and something about the spelling of “aurochs” which, yes, we should all be on the same boat about now. This point established, the particle system has had some tools built and was turned over to the art team who, it seems, have a great deal of enthusiasm for making everything in the game sparkle, smoke, and on fire.

People are sleeping all over the floor of this carpentry shop because there aren't, in fact, any other houses in the settlement because this was set up for a screenshot. Thanks a lot, simulated people.

Sparking sawblades! (People are sleeping all over the floor of this carpentry shop because there aren’t, in fact, any other houses in the settlement because this is a Potemkin Workshop set up entirely for making a pretty screenshot. You can thank our character simulation for ruining the set-piece by making people sleep in the only existing shelter they could find.)

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Steampunk Central America: Adventures in Sort-of Verisimilitude

Well, we just wrapped up a two-pitcher lunch at the Sewer Brew Pub with a fan (hi Kris!), so you  know that means: time to write a blog post! So Daniel has been cranking through biome stuff and asked- no, let’s start this over.

The sky above Vancouver was the colour of a television tuned to a dead channel. Daniel entered the gently cultivated chaos of the art room and recoiled slightly. The chaos recoiled slightly back at him. 

“After Steampunk Colorado, what’s next?” — Oh, well then: we could do a desert. Lots of bones, dust, salt, jagged rocks. No? Really? I thought it’d be pleasant. Then perhaps a swamp, something lovely; Lots of plants, molds, miasma, large insects, fevers. No? Not a swamp? If we must then, let us set our sights on:

Steampunk Central America

White sand beaches, tropical forest, volcanoes, cenotes, deforestation, strange statues buried in the sand at the low elevations and giant, scowling basalt heads at the higher; beetles grazing in tropical meadows before wallowing in warm streams. It’ll be lovely. And we still get those fevers in.

It starts with a palette of colours, the right colour for the right sub-biome from the top of the topology to the bottom. It’s all layered like some kind of terrible cake full of dirt and growing trees. Below is a quick sketch I did to give an overview of what could be going on in a roughly Central American biome set:

Literally the broad strokes.

Literally the broad strokes. (And with apologies to our Central American readers — this is all about capturing a certain interpretation of a feeling of reality without being much arsed to be real reality. Which is about what CE is doing in general but with more steam engines. Would it help if I said the word “verisimilitude” here and waved my arms around? Good. It made me feel better too.)

Erupting with enthusiasm.

I’m erupting with enthusiasm for top-down concept maps for biome generation. (If you enjoyed that, I’ve got more. So many more. Er, to clarify: I’ve got both terrible puns *and* biome concept art.)

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From The Humble Loading Bay All Things Follow

At some point last week we decided that what Clockwork Empires really needs is loading bays. You know, that bit of a building trucks back onto to load and unload goods. No, really. And it’s going to be great!

This is not some sign of utter mundanity, rather, it’s one intersection in a web of interlocking game systems which are forming in Clockwork Empires. And it’ll be key to so much more than a hole in the wall your labourers toss crates through; No, this is Exciting Logistics! This is how everything fits together through space and time, how the labour of your fickle characters is turned, by use of machines and production structures, into valuable commodities which may be improve the well-being of your colony, be used to construct massive factories — or weapons, or perhaps sold off for the greater glory of the Royal Charter Antipodean Trading Company and The Empire. (And that’s why I love Exciting Logistics so much!)

stockpile/logistics

Logistics! Excitement! (This is what happens if you put a lot of effort into cleaning up your concept art. And I admit, I’d totally play a game that looked like this, distribution arrows and all.)

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