Author Archives: David

A Troubling Account of Doubles in Certain Regions of Colonial Antipodia

“Adventurers, Seekers of Fortune, Desperate Paupers, Stout & Industrious Working Folks”

Emigrate to Inviting and Delightful shores of Pristine WEST ANTIPODIA untouched by Civilization & Cog-fearing subjects; Vast PROPERTIES await Discovery Taming and Exploitation by Enterprising & Energetic Persons of Business & Family yearning for Open Land and the famed Vigors provided by the Savage Airs of

COLONIAL ANTIPODIA.

Dear reader, do forgive this writer’s indulgence in excited quotations, but our bored copy-clerk producing grist for his Pewterbolt & Daughter Automated Typesetter must in turn be forgiven his Penchant For Flights of Imaginative Fancy, for he knows only a small gray desk in a small brick office in one of the more homely quarters of The Capitol. Yet this clerk dreams of a transformative life on the wild Open Frontier; Why, in such a life a humble office clerk might remake himself in the crucible of the Sublime! It is among the higher callings heard by those who go to the Colonies.

This is not his story, however, for it may be presumed that he remained a humble copy-clerk for many years.

automated typesetter

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Blood & Steam: A Clockwork Empires FPS

We have finally returned from GDC! (Except David, who, lacking the smartphone that, apparently, every other 21st century human possesses, is wandering around the Bay Area stopping only to sleep & quietly feed in secret Vegan Safehouses.) We had a great time (except for that one thing), drank with a lot of people, and went to a number of fascinating talks about new opportunities in the Free-to-Play gaming market on mobile, Android devices.

We were also able to sign some deliciously long-simmering business deals at GDC, and have secured additional funding for our work from various interested parties, including a Major Console Developer. As a result, we are uniquely positioned to fully leverage our suite of intellectual properties in the next-generation console and mobile spaces. In order to uniquely leverge our leverage, we have “revamped” Clockwork Empires in order to make it more suitable for next-generation consoles. Market-driven research, made possible by our new funding, has revealed that gamers don’t actually enjoy complex simulations or sandbox-based gameplay. Instead, they want two things out of their videogame dollars:

  1. To be connected with, emotionally, at an intense, raw, and devastating level that can only be made possible by next-generation consoles.
  2. Gears, possibly attached to turrets.

As you guys know, we at Gaslamp pride ourselves in taking a genre and putting our unique, zany spin on it. To this end, uh… let’s just do a press release.

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Guide To Aristocratic Tableswares & Etiquette

In the interest of your Betterment, Gaslamp Games presents:

Another Lesson In Etiquette

Mr. Hamilton (a relation, it has been discovered, of one Lady Hamilton to whom has been ascribed Much Scandal), Environmental Artist employed by the esteemed Company of Gaslamp Games, demonstrates the mindful consumption of health-giving beet juice at a local “cafe” suspected to be frequented by poets and their ilk.

(Please dim the lights for the Magic Lantern Show.)

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A Little Something For The Pipe Fanciers Out There

From just about the beginning we’ve been into the idea that Clockwork Empires should involve running giant assemblies of pipes and cog-laden axles across settlements to transmit energy and water and completely harmless high-pressure superheated steam between various machines and factories. The basis for this came early: if we’re to embrace the aesthetic we desire we need to fully embrace the visuals of mechanization, of machines and factories and the wonders of technology of this Age of Progress & so forth. If we hide the machines inside the factories then you won’t be able to see any of the Fun gears and pipes. So, the breakthrough: put the machines, the pipes, the gears on the outside of the factory.

For the sake of simplicity we’ve rolled pipes, axles, and anything else that falls into this category of things-that-connect-to-machines into a category we call “dynamics lines” (whereas “dynamics” are water, mechanical force, steam, voltaic energies, nourishing goo, etc).

Very, very old concept art playing around with the idea of exposed pipes & axles.

This has not been without controversy in the Gaslamp Games Design Discussion And Knife Fighting Arena because this is both intrinsically insane and poses some really difficult problems with being able to clearly express what is actually going on in the game.

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Of Beginnings & Landing Craft

There’s a very particular feeling that you get at the beginning of a good game. It’s taking the first step into a unexplored world, secrets hidden by fog-of-war, operating on rules you have not yet learned, filled with dangers you’ll only know how to overcome after they’ve beaten you the first time around.

“Strike the Earth!”

It’s very important to get the beginning of a good story right, and with our goal in Clockwork Empires being to have the player create stories through the gameplay, well. It’s an obvious point of importance (to say nothing of game design in general requiring a strong ‘hook’ – it’s just good design). Getting this right is going to be iterative by necessity so I’m not going to indulge in discussing our pile of speculation on approaching the problem just yet. It’s wrapped in some dreadfully unfinished UI anyway. So, rather, I want to talk about a personal approach to a very particular detail that I’m trying to slip into the game.

(Shh; Don’t let the other guys know about this. Daniel might insist on putting lutefisk into the bloody game again, and don’t get me started on Nicholas’ creepy poet obsession.)

“Moving out!”

To me, personally, getting the beginning right is a bit about capturing what I felt back when I was playing games as a kid with no knowledge of how they were made. Certainly my memory is flavored by a heavy helping of nostalgia but the experience was, I think, something very much more than the sum of its parts because the processes behind the game were completely magical to me. Before I knew how scripting worked, how computer graphics were made, how to program a UI, I could reasonably expect anything to happen after that first step into the game-world.

Though we may not manage quite that, the simulation-centered gameplay of Clockwork Empires is going to be a damn good attempt at enabling players to feel something like that when they make landfall at behest of the Queen onto an unknown and Perfectly Safe shore.

(Especially with the Fun we’ve been cooking up in the art room during the last couple weeks. Examples of key phrases: “stretchy tentacle rigs”, “like a malevolent blob of phlegm”, “head should come off about half the time”, “the glow needs to be more unnatural”, “figured out how to make it fold into itself”, and so on. )

As for my own little indulgence, it’s this:

(From a standpoint of technique I’ll only say that it bugs the hell out of me that I did the correct perspective on the paddlewheel while somehow botching the giant drive-cog by doing the exact wrong thing. So, it’s wonky; let’s all agree that the matter is settled and that there was a gross error in Mr. Ambrose Dorian Chainsly’s — not to be confused with the Lower Bilgestreams Chainsleys with their indecorous ‘e’ — patented process as detailed in “A New And Curious Method Of Arrangement Pertaining To Gearspring’s Cog Manufacturing Autodynamo”. We shall send a strongly worded to Mr. Chainsly immediately, but for now you’ll have to make due with these landing craft, self-annihilating  drive-wheel vibrations be damned!)

It’s surprising what you can find stewing in your head for eighteen years.

(Also: not a half-bad punchline to the old “An Overseer, a Selenian Polyp, and The Cog Pope walk into a pub … “)

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Shrub Week

Shrub Week. The words echo through the blasted hearts of the Gaslamp Games art team. After the last week, they know no love, no joy; only hand-crafted foliage assembled in the no-man’s land enduring a tense ceasefire between Haste and Artfulness.

We need shrubs. Lots of shrubs.

It all began several weeks ago on a rainy day in Vancouver (which, admittedly, could be any day in Vancouver). My proclivity for punctuality and organization was goaded by the Stick of Management through the bars (of Necessity) which walled the Cage of Fixed Deadlines. The wielder of this device of torment? Everyman-by-night and notorious beer-sampler Gaslamp CEO Daniel Jacobsen fixing me with an executive gaze through that smug little webcam perched on my leftmost monitor (the one with the strange hydraulic arm which may someday unleash its blind, hateful power). The challenge? Complete the entire “non-tree plants” section of the Project Odin Minimum Viable Product Art Asset List.

Challenge Accepted.

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Dungeons of Dredmor: The Game: The New Website

The new DungeonsofDredmor.com now exists in this world! And it’s new! And Brax would very much like you to buy things from it, why don’t you. The prices are absolutely subterranean! (In, say, a series of dungeons, if you will. We all got that? Good.)

Brax does not agree with Batty’s business sense regarding certain expansion packs.

In all, we’re quite pleased to finally have this all put together. You can buy the game from our distribution partners, including Humble, Steam, and Desura, or perhaps pick up an expansion, order up a t-shirt, the game soundtrack, or perhaps your very own adorable stuffed diggle who hates you so much, but not that much. For those of you who bought Dredmor during our placement in the Humble Introversion Bundle, you can now enjoy high-quality, DRM-free expansion packs purchased directly from us (well, via the Humble Store.)

Props to the good folks of Chestnut St. Pixel Foundry for doing the design (drop them a line if you have need of some sort of graphical design — they also did this site, gaslampgames.com, and the Gaslamp Games company logo). Props as well to our own Derek Bonner for doing the coding and smart server type things.

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Dispatch from the Ministry of Art Direction

Alright, real talk: I don’t have much in the way of final art assembled in a presentable format for some pretty pictures, though I daresay, there’s been some fascinating work done lately that I can’t wait to show off on the blog, especially to do with the game’s terrain.

So instead of that I’m going to talk about what I actually do around here. On the good days, I get to draw dirt.  (Am I selling it yet?) Usually there’s not so much actual art-making for me and more doing meetings to coordinate with the other partners (that’s Daniel and Nicholas), popping over to the artists’ workstations to give feedback, filling out spreadsheets, or hiding liquor around the office.

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