Author Archives: David

Concerning The Kingdoms Of Beasts And Fishes

The uncivilized reaches of the Frontier teem with Creature great and small from wind-swept steppe to miasmatic bog to roiling dark seas! What hold these wilds for the enterprising Adventurer, the industrious Bureaucrat of the Royal Charter Antipodean Seas Trading Company?

A happy Potemkin Forest render demonstrating what it’ll look like before the player shows up with a pack of naturalists and a Big Game Hunter to ruin the gentle State of Nature.

Why yes, we’re stumbling back into consciousness from the holidays and need to fill a post with pictures of stuff so we don’t need to think too hard about being terribly clever. Bear (heh) with me here.

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All The Peoples (and an interview)

Regarding my note in the Putting People Together post from last month, Joseph’s been busy painting up a variety of skin tones for Clockwork Empires people.

Heads for all! You, and you, and not you, and you!

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Gaslamp Office Move Day

It is that time again – when the Indie Game Studio splits its old crowded exoskeleton, extrudes its expanding glistening body from the husk of its former carapace, then makes its home anew in a fresh office. There, it shall plant down the Birthing Nodules, each of which shall shimmer forth in a flurry of exuberant budding-pods from which the larvae shall hatch.

In this case, we just deployed the Birthing Nodules a mere 30 feet down the hall from the old office (which suits our poor backs just fine.)

It’s a moving montage! Imagine a pumping 80’s rock soundtrack. (Left to right: Mr. Whitman, wizard, Micah, Joseph, Mr. Whitman again via use of magic, Sean, Daniel.)

Our company has grown. Space is needed; space to be filled with the nourishing off-the-wall game development our customers expect and demand.

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Putting People Together

We’ve been playing our cards pretty close to the chest here at Gaslamp Games when it comes to showing final game assets. You know, put your best foot forward and make a good impression and all that. There were some scenes showing rendered assets (not in-engine) shown in the PC Gamer preview but we have since overhauled much of what was shown there. For today, let us focus on the characters.

Our character artist here at Gaslamp Games, Gentleman Joseph, has been very, very busy.

Just so: The Overseers — Work’s to be done and, by Cogs above, they’ll see you to it.

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The Story of Shiveringhope

The Sad Tale of Shiveringhope: A Penny Dreadful Tale for All Hallows’ Eve

Written by Scurrilous Typing-Rogue Mr. Vining with Salacious and Naughty Illustrations of Phantasmal Horror by Mr. Baumgart.

The problem started with the mineshaft.

Problems often do. You take a perfectly good colony like Shiveringhope, once the pride of the seas, and you plunk a bloody great mine on it. Whose fool idea was that? Well, that’s a good question.

Perhaps, it was the fault of Lord Palmerstoke, who, recently scoffed at by the Royal Society, vowed that – before the year was out – a giant, earth-shattering drill would be deployed to probe the earth’s bounties. A drill with a bit made of purest, finest, cavorite, capable of breaking through the earth. A drill with gears made of finest copper and brass, a drill with a giant steaming pipe of steam steaming all over the blasted place. A drill that was so powerful, it could bore into the very Crust of the Earth itself. Never mind that cavorite was, technically speaking, lighter than air, and such a drill would have to be tethered to the earth with a collection of very large anchors. Never mind that brass was a stupid and useless metal for making gears out of. Science would have a way, and besides which – surely, it was the sight of the thing, its massive drill straining underneath the enormous pile of redundant, useless and largely decorative cogs attached to its side, that would make the earth shriek in terror.

Perhaps it was the fault of the Empire Times. Day after day, it bemoaned the state of Industry. Industry, it seemed, was insufficient. Perfectly good labourers standing idle, while the rich loamy veins of earth beneath our feet fail to yield up nature’s glorious bounties – and it was all the fault of the Whig party. One thing led to another, and a very large crate marked “SCIENCE. PROBABLY DANGEROUS. BUT VERY SCIENTIFIC. YES.” in bright red paint showed up at the shipping docks of Shiveringhope, containing a terrifying thing known only as the Crustborer. When it was unpacked by cheap, shoddy labourers under the gaze of a watchful Overseer, passing ladies were known to look at it and swoon, so powerful was its aura of unmitigated phallic majesty.

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Storytelling as Game Design

You’ve all read Boatmurdered, right?

A “Let’s Play” (or LP) is a narrative write-up of a game playing experience, preferably entertaining. Fans of Dwarf Fortress do this a lot – they’ll either play a game themselves and write up the events that occur into story form, or they’ll pass it between forums members with each writing a chapter for their part of the game.

This is not a recent phenomenon or one limited to the DF community. Or the Something Awful community, for that matter. Over in Paradox land, players of their historical strategy games have written up “After Action Reports”, aka AARs, in a tradition that goes back to tabletop wargaming. These probably started out as purely functional reports of the course of a game, but over time they’ve grown into elaborate alternate histories with characters and drama that don’t exist in the mechanics of the game ending up somewhere between a walk-through and fan fiction.

These stories give a look into gamers’ experience of the games they play – it’s not just what happens on screen; there’s all kinds of imagination at work especially in games that leave room for speculation, implication, and creativity. So sandbox games, building games, simulations, and even especially open-ended RPGs are perfect environment for this sort of thing. (I’ve even seen some Quake fanfic that … wasn’t terrible.) Well, it’s only natural for people to write down the stories they make & experience.

With Clockwork Empires we want to make a game that gives players just that kind of creative space and experience. And of course as game-players and creative people ourselves, these stories are just the sort of thing we love to enjoy & create.

So: could not the principle be applied in reverse? Sure, any game designer does this to some degree eg. “I want to make a game where you’re a hero and go on adventures and find a magic sword and fight monsters!” can be turned into a game simply enough; from story/theme to mechanics. Dwarf Fortress does this quite explicitly as a conscious practice; Zach Adams writes short stories that take place in a fantasy world then he and Tarn sit down and work out what game mechanics might support that story taking place.

We’ve done this too, in a few forms. On at least one occasion we sat down with a grid-mat and some dry erase pens and played out what amounted to a free-form tabletop roleplaying game of Clockwork Empires: It started with an expedition meaning to build a bridge, some wood getting chopped down, then spiraled directly out of control as a Mysterious Statue was discovered, found to spread Madness, dumped in a lake to contain it, then water from the lake used to create ale, then everyone was driven Quite Mad.

There’s a proper write-up of that one somewhere, but for now I’d like to share with you all a story of imagined Clockwork Empires gameplay I wrote while in a powerless cheap hotel in the middle of British Columbia. Join me, friends, for:

The Tale Of The Founding of New Sogwood On The Sour Coast

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Conquest of the Wizardlands EP

Mr. Matthew Steele, musician & sound artist for Dungeons of Dredmor, has just released his Conquest of the Wizardlands EP featuring fresh-hot tunes from the latest Dredmor expansion pack Temporal Parod(y)ox and Diggle Hell is a Real (Swinging) Place.

Give it a listen on his bandcamp site and if you like what you hear, why not give the man a dollar for putting a little swing in your step?

(And be sure to check out the complete original Dungeons of Dredmor Soundtrack if you have not yet!)

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An Industrial Logistics Simulation For Everyone

The Clockwork Empire needs factories. It is an age of Industry, after all: Great Engines of Production grind through the bounty of the Earth: coal, ore, lumber, lower class workers! All are thrown into the gears of the great machines and boiled, mixed, stamped, lathed, baked, churned, then finally delicately extruded into sprawling stockpiles: the Wealth of The Empire!

Clockwork Empires is a city-building game which takes place in a fantastical industrial revolution. Factories are central to the character of the game because they are a physical embodiment of technological change and social & economic restructuring – progress! – from a medieval artisanal mode of production (something like Dwarf Fortress) in which individual craft skill is celebrated to a properly industrial machine-of-machines mode of production, alienated workers and all, in which the size and sophistication of factories is most important.

Besides, attaching together lots of moving machines is intrinsically neat.

Very early factory & logistics concepts: the splendor of Brick and Brass.

Construction Design Goals

So let’s break this design problem down a bit. What are we here at Gaslamp trying to do with factories in CE?

  1. The structures themselves are going to be procedurally generated. So there is not just one model for all steel mills that you plonk down in rows – you get to make decisions about shape, layout, and decor up to a point and as much as you desire.
  2. Individual factories will make specific products (vs. generic factories making abstracted production points, as in a game like Civilization). CE is about an Industrial Revolution, after all, so let’s dive in on the deep end and relish the details!
  3. The choices made by players need to matter, from internal composition of the factories to their placement in the settlement as parts of a larger civil & logistical system.
  4. Factories need to be identifiable by type at a glance even with structural customization and, better yet, they must be interesting to watch.
  5. Even where buildings are concerned, people are important. Characters make a game more engaging because they build stories. And anyway, the effect of industrialization on people (rich and poor) is extremely important to what’s going on in CE.

We’ll get to how these points will be addressed more specifically. But first let us take a relevant aside into a few games that are, in part, inspiring Clockwork Empires and which have themselves made gameplay involving production and logistics compelling.

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