Author Archives: David

In Search of a Better Pine

or: An Example of Artistic Iteration in the development of Clockwork Empires

The majestic redwood

The much-improved pine forest as surveyed by one Mr. Rooster Dynamopipe. (“Rooster”? Who’s been screwing with the name list!)

Rome: Total War forest

The trees for the forest in Rome: Total War

Yes, we pine for the majestic redwood towering over the domain of Nature. But if the tree towers, how can you very well see what’s behind it? The majesty of nature is lovely until it means you can’t see what the heck is going on in your game.

I have flashbacks of Rome: Total War which, apart from being a very enjoyable game, was not enjoyable when you ended up fighting a battle in a dense forest. Look to the right there; That’s a very sparse example of a forest and it has troubling issues with blocking your line of sight already. The denser forests got pretty packed and made fine maneuvering of units rather frustrating. This is what we want to avoid.

But still: the allure of Majesty! We can’t give up now!

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The Barber of Cogville

Every Subject of The Empire appreciates looking good and staying healthy. Enter: The Barber.

Barbers provide the grooming essential to properly express one’s station in society, from the common tousle-haired labourer to the impeccably coiffed lady & waxed-mustached gentlemen of the highest Order. Their duties do not end there, for they are Industrious and Enterprising as every Upstanding Subject aspires to be: barbers also provide the preventative medical care required in the rugged life of frontier colonization. (Bleeding, leeches, bleeding and leeches, you know.)

Shave and a haircut?

Shave and a haircut?

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Steam Trading Cards for Dungeons of Dredmor; Dredmor Patch 1.1.4 Up!

EDIT: A small fix for a (relatively minor) collection of broken save games has just hit Steam. If anybody else has any problems, please let us know. — Nicholas

I burned out on trading cards at around the Magic: The Gathering’s Fourth Edition (because once you play Leviathan in a real game, is there really anything left to do in M:TG?) but I figure if we’re going to do this trading card thing we have to do it right and provide our lovely, ravening fans with something they’d really enjoy.

dredmor_cards

So! We went and commissioned Stephanie Larsen (who, by the way, with Chestnut St. Pixel Foundry created the Gaslamp Games logo) to do five six new illustrations of various Dredmorian Subjects. Fun was had!

dredmor_bgs

I’ve also tied the proverbial rudder-wheel of the good ship Gaslamp Art Team with the Rope of Neglect and taken a week off Clockwork Empires to paint five Steam profile backgrounds exploring themes in Dredmor ranging from “recycling existing art but being too obsessive over detail to not repaint it completely” to “meticulously accurate renderings of hematite”. Because we know what you like.

There are also a bunch of random badges and emoticons and Diggles and things.

They should be on Steam. Now go enjoy yourselves!

BUT WAIT, THERE’S MORE! IT IS NOW PROGRAMMER TIME

Nicholas has now taken over the blogpost to bring you A NEW DREDMOR PATCH. Finally, the damn thing is out of beta and we are ready to bring it to you, our users. Enjoy new features such as THE FOLLOWING CHANGES:

– Diggles now actually dig!
– FIXED: Dual wielding items could cause infinite status buffs.
– “Conversion” support. Items can now augment existing item definitions if they exist. See the mod request thread for syntax.
– FIXED: monsters attacking your summons left over from another level.
– FIXED: random crash w/aquatic monster spawning on entering a new room
– FIXED: mods with cooldown skills not working
– FIXED: bug with Essence’s Essential Skills Pack where kung fu-ing a door will crash to desktop
– FIXED: achievements button misaligned
– FIXED: Steamworks support for x86 Linux
– FIXED: other issues w/x86 and AMD64 Linux builds
– FIXED: Using the Lutefisk Cube on itself in the Pocket Dimension is now Even Cuter.
– Multiple scrollbars.
– FIXED: Inventory filters.
– FIXED: Wand repair achievement.
– FIXED: some monsters can no longer yield XP/treasure/zorkmids
– FIXED: crust tooltips not showing negative damage buffs.
– FIXED: Steam publisher working again. We think.
– FIXED: skills can now require you to have a certain sort of weapon (or shield!) equipped.
– FIXED: held item may disappear when trying to pick up item
– FIXED: stupid broken teaser graffiti
– FIXED: some other stuff? Things? Gah.

Enjoy! (Again, all new stuff is contingent upon us pulling a lever and having Valve process it. Caveat emptor.)

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Hundreds of Tiny Icons

Everything is better smaller and removed from any context.

You make a 32×32 image of fame, rasterize glory, and even make an icon of death.

Someone has to do it. Someone must take up this mantle; Someone has to come up with a blog post about something or other because Nicholas & Daniel are too tired from crunching out a bunch of (quite fascinating actually) systems which, however, lack visual polish and therefore aren’t much good to show off. Yes yes, we’re going to fix that giant white cube that says “POWER SAW” on the side.

So why not icons?

You may recall something of this most diminutive Art from such games as, oh, Dungeons of Dredmor which had altogether over 500 skill, spell, and status icons. There’s no reason to think that Clockwork Empires will be any different. (Except less with the magical spells, perhaps; That’s cultist stuff and we Don’t Approve.)

An apparently loyal subject of The Empire could be a secret Revolutionist.

An apparently loyal subject of The Empire could be a secret Revolutionist.

So, as mentioned in a previous blog post, we have thought icons to express what characters are thinking, feeling, and talking about. Being in effect an avatar of bureaucratic panopticon, somehow, cough, you get to see all of this. Your little people will say things which influence how others feel about them while, perhaps, feeling other things entirely. At this point the valid topics of conversation are entirely about the hatwear of social classes. A lower class labourer will speak of their fine flat cap, though this might not go over well with the middle class overseer who prefers a business-like bowler. Among the aristocrats there are even poetically-inclined types who deign to “slum it” and associate with their lessers while wearing the hat-wear of lessers. On the other hand there are ambitious folk who prefer to discuss hat-wear which is above their station such as the regal top hat, though due to their birth they’ll surely never gain acceptance from their Betters. It’s all very awkward and British.

Everything you could need in 64x64 pixels!

Everything you could need in 64×64 pixels!

There are also, as players of Dredmor will recall, very good reasons why I won’t be making any icons in a mere 16×16 pixels — we’ve got more UI space to play with for our target specs. Would you believe that our original plan for Dredmor was the ship as an 800×600 fixed resolution game? Terrible idea. And this time around our UI workflow doesn’t consist of me writing giant passive-aggressive documents and giving them to Nicholas for hard-coding. In C++.

I won’t get into the specifics of UI layout here because I really can’t — our entire plan, based in part on experience from Dredmor and in part from some common bloody sense, is to have a highly modifiable UI system which allows easy iteration. For instance just last week Nicholas fired up some Prison Architect (Hi Introversion! We think you’re pretty swell) and thought some of what they were doing with UI was clever so he had to try it out. He edited some XML and had an approximation working in CE before the end of the day. A few ideas we are sticking with for now, a few are still proposals based on old Bullfrog games and our company-wide Company of Heroes brawls the past few Fridays. Iteration is cheap, which allows us to experiment and rapidly react to feedback. And if you really don’t like the UI, why, you can just mod your own.

All that said, I bet we can beat that 500 icon count for Clockwork Empires. I mean heck, we’ve got like 30 different kinds of hats already, and that’s just hats. Yeah! Art is pain! (Please send wacom nibs.)

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Foxes & Fences

Welcome back readers! Don’t be too distracted by all the cute animals – the most important point will be our comprehensive simulation of the economic transformation of the frontier enabled by the advent of industrialized production of barbed-wire fences. But first, one of the fascinating new additions to Clockwork Empires is this fox:

FoxDrama

The new Clockwork Empires engine enables a visual fidelity and realism never before possible in indie games. These are all rendered in real-time in Maya but will totally actually be in the game once Nicholas is done with the entrenching system.

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Some Rubbish Screenshots

Radical notions about “the Natural Environment” are not given much thought in The Empire and rightly so. Indeed, those who profess “Misgivings with respect to the effects of Unbridled Industry and So-Called Progress in our Nation” are dismissed as debased spiritualists that can be assumed to gather in Laudanum Dens to associate with Poets who fill their heads with rambling apocalyptic screeds.

swamp_garbage

When all is quiet, the Rubbish Beetles scurry from their burrows and perform the duties Nature has seen fit to assign to them.

Continuing forthwith: All et up from that tin of Doctor E. Sanin’s Patent Tinned Meat* Slurry Product? Just toss it aside with nary a care. Divested the shipping crate of its contents of finely enameled bric-a-brac (including a set of commemorative plates featuring portraits of our fine Prime Minister)? Toss it on the heap with the rest of the rubbish. The world provides its obviously limitless bounty to us to be used, dear reader!

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Designing Combat for Clockwork Empires

Yes, we’ve finally got to that point where we had to put together a comprehensive design for how combat works in Clockwork Empires. So let’s talk a bit about it.

Not an in-engine screenshot.

We’ve all played lots of games and almost all of them are about combat in one way or another so this seems like it should be a fairly straightforward problem to solve. But CE is not like most games; Not at all. Combat is not the central game mechanic and focus for the game, merely one possible component in a much larger system. It can’t be allowed to take over the game and unduly tax a player’s attention, nor should it be irrelevant or some kind of tacked-on side-game as seems to be the pitfall of combat systems for a number of classic city-builder games. In CE, combat should tie in with as many other game systems as possible so that it supports the other mechanics in play and in doing so enriches the overall experience. Simple enough, eh!

With those requirements in mind I tried to sum up CE’s take on combat in a sentence: “Combat should be slow, mostly positional, and have its outcome determined by supply and setup instead of tactical micromanagement.”

The pace shall be deliberately slow so a player can take the time to properly assess the effects of their decisions and have time to adapt their strategy to failures. (And besides a slower pace, the game can be paused outright in the manner of tactical combat in classics like Baldur’s Gate or Darklands.) Outcome determined by supply and setup instead of moment-to-moment Starcraft-style micromanagement means decisions most important to the outcome of combat can be made well ahead of time. This makes it a game of strategy over tactics, and tactics over twitch. To further that point, as is proper in a city-builder game, thoughtful positioning is everything: just as it’s important where the mines are built in relation to the middle class housing and the metalworks, just so it is important to be mindful of the placement of your defensive wall, the artillery squad, and Steam Knight patrols. Rather than a reflex AWP shot, think of it more like gardening, albeit bristling with barbed wire and Redcoats.

The Chain of Command & Command Disposition

Mjr. General Ogden Cogsbold’s timid manner is reflected in the behaviour of the entire regional military.

Clockwork Empires is a game about characters, not just the cold mechanics of supply chains and industry. Therefore the character of your soldiers must be essential to the outcome of combat. In the post about overseers and work crews it was implied that the character of an overseer is reflected in the performance of the work crew they lead. It’s just the same for military squads with NCO and officer leadership of military squads having an even greater effect which we call “Command Disposition”. And I daresay, the hierarchical theme of top-down leadership fits nicely into 19th century military doctrine.

Now, the Command Disposition — in addition to how a squad is manned — can act a bit like scripting orders for squads like some kind of really lightweight version of Dominions 3 tactical combat. Assign a bookish and stubborn NCO to a squad and they’ll tend to be defensive and stick to their trenches. Assign an aggressive, violently-inclined NCO to the same squad and they become more likely to order a bayonet charge against the enemy. There’s a bit more to it than that of course; equipment has an effect, so Steam Armour equipped squads will be used for the role of assaulting defenses and artillery equipped squads will stay back and merrily bombard the enemy.

(I will also admit here that the random leader personality trait generation of Paradox‘s Victoria as well as Hearts of Iron III’s command structure system have had a good bit of effect on my thinking.)

It is worth stating of course that the personalities and interactions of characters is a whole system unto itself which has effects that are felt in combat which is a subject which deserves a post of its own.

Managing Defeat

For many combat games, once the sequential play-through has its reloads trimmed off, the timeline looks like a straight line of victory after victory after victory. The player has power over some kind of quantum multiverse which allows them to select the timeline in which they won every battle. In contrast, we want players of Clockwork Empires to be able to fail, but we want it to be a rewarding experience to fail. As we keep saying in interviews, “Things going spectacularly wrong makes a great story.” Remember the Alamo, the Charge of the Light Brigade, the Battle of Isandlwana, and Dredmor’s planned release date!

Defeat should be a bloody good story. A player who keeps a stiff upper lip and endures defeat should be rewarded with narrative richness. And that said, we game designers should be nice enough not to punish them by making their entire game collapse because a squad of soldiers had a bad day. So we must soften defeat from the traditional red mist and bone chips model that’s had such a strong tradition in games.

So: Combat won’t be a meat-grinder. The Starcraft-style RTS has its soldiers eagerly fighting to the death – and always to the death. In CE an individual character’s willingness to fight affects whether they will actually stick around to fight. Sometimes a coward is a coward, but a player can stack the odds in their favour by choosing the right military leadership, setting their squads in good defensive positions, keeping troops well supplied, and doing everything else they can to keep moods positive.

field_fortifications_sketch

Concepts for field fortifications based on American Civil War era gabions which I spelled “galbion” and know is incorrect so no one has to correct my spelling now, thanks.

It must be said that with all the character-driven action in mind, there’s very much a balance to be struck between characters’ willingness to follow orders and the player being able to actually play the game in any meaningful sense. This goes for civilians as well because if your lumberjacks are more interested in dancing jigs and drinking gin than ever getting to work, this game is going to get really frustrating.

Pictured: Steam Knight pulling on invisible rope.

Back to the subject of defeat: Even victory can be made expensive to slow down runaway success. Combat actions wear down characters’ stamina, and suppressing fire saps willingness to act – perhaps in the manner of Jagged Alliance 2 in which suppressing fire would actually reduce action points. When in a tight spot, buy some time with ammunition! (Though supplies are limited and must be properly restocked.) Further, the best combat positions are of course immobile defensive works in the grand tradition of something between the American Civil War and World War 1. Anything strong enough to punch through those static defenses, be it artillery batteries or Steam Knights, requires a solid supply of fuel and munitions which in turn requires careful use of terrain, guarded flanks, and measured advances. (By the way, these logistical themes are explored elegantly in Unity of Command. Hi Tomislav!)

various_weapons

Not pictured: the Lightning Gun.

Right! Well, there’s more to it than all that: equipment, types of soldiers, the exact personality traits which affect combat, types of units via squad equipment attachments, the role of armour and artillery and static defenses, psychological effects of combat, and of course how the heck the UI for all of this is going to work. It’s all very early in the design process and what we’ve got here is largely a statement of goals & high-level plans for how to meet those goals using the other systems in the game as a framework. The details are very much subject to iteration as the game hits testing so there’s not much use in getting into the gritty specifics. But in all I hope this has given you an idea about where we’re planning to go with combat in Clockwork Empires.

Q. What, no cavalry? A. Not on horses, no. The Gaslamp Way does not involve doing anything so mundane. Plus it’s actually really hard to animate horse cavalry properly in limited space. The Mount & Blade or perhaps Total War series are about the closest you’re likely to get at this point. That said, keep in mind: Nothing So Mundane As That.

Q. Are there tanks? A. Of course, because what else would Steam Knights keep their high-pressure steam in? (Surely you’re not referring to those burdensome Stahlmarkian Landkreuzers?)

Q. Can you fight your friends in multiplayer? A. Naturally, and didn’t we cover this already? Every Gaslamp Games Press Release is Totally Serious About Everything.

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New Methods For Extracting Surplus Value From The Labouring Classes

Salutations scientific Colleagues & curious Dabblers!

Welcome to another edition of The Gaslamp Games Games Development Weekly Heliograph Circulation. Today we discuss the manner in which the Middle Class is employed to oversee the labours of the Labouring Class by means of organization through the newest methods of Scientific Management.

We shall demonstrate this week’s study in the field. First, a sampling of tools has been laid in careful rows on the ground. Each tool is associated with certain Jobs, as documented by our associates of the Royal Society of The Clockwork Empire for Improving Natural Knowledge, Misters Vining & Whitman (which you may recall have recently described various phenomena including studies on Plebeian Collision Avoidance In The Common Mob & an investigation into so-called “Animal Jobs”).

So, proceeding: tools at-hand, the Colonial Bureaucrat must initiate action by stamping a properly filled work order which designates a site on the landscape. This task can range from “Chop Trees” to “Flatten Land” to “Find Nature” (wherever it’s hiding). This order is then directed to a work party overseer (who is implicitly of the Middle Class and therefore of correct Station to command a group of Lower Class labourers). The work party overseer’s squad collects tools fit to their assigned task while the overseer heads directly to the work site.

In the heliotype below we see a work crew gathering axes for their “Chop Trees” task:

getting_axes

A feller needs a chopper that’ll hack it. (Meanwhile, the only tool the Overseer needs is Management Skills.)

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