Author Archives: David

Clockwork Empires October update: THE MEMORY OF INFINITE TERROR & MALIGN VASTNESS

Suddenly we remembered the Clockwork Empires update that haunts us each night! We present for you:

ce_2015_oct_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.


We’ve radically changed the format of the development report to be less numbers-focused and more a qualitative description of the month’s work and the work that remains to be done. The primary content will be an annotated changelog that looks a little something like this:

{ read this article }

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What lies in the heart of a Fishperson?

In the planning meeting last month I was tasked with “adding some creepy stuff”. Lovely, easy! Right?

As is ever the case in a game such as Clockwork Empires, with as many complex systems interacting with as many other complex systems as we have here, it turns out that much of simply “adding some creepy stuff” consists of tracking down the creepy things we’ve previously made then testing and updating them so they play nicely with all the other new things (creepy or otherwise) we’ve made. Plus there are the back-end refactoring passes that have made certain things obsolete, left other threads hanging, and the usual additions of better systems to replace old bits that were a little rougher and/or hacky. So there’s cleaning up to do which not only makes things work better, but makes things work better with other things. This explains how a subtask of my primary directive, “make sure all the eldritch transformations work”, turned into “review all cult-related actions and events” which turned into “overhaul every instance of madness in the game to work with both aforementioned items and with new madness visualization”. Then I found myself fulfilling the contingent requirement of “check every single job in the game and make sure it’s doing what it ought to be doing with what it should be doing it with, and split the 8000 line jobs definition file into smaller files”.

Adding some creepy stuff is not necessarily straightforward. Happily, that last paragraph describes what I did for the last major patch.

study_fishperson_corpse

“Blood, mostly.”

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Clockwork Empires September update: THE TERRIBLE TRUTH

A Clockwork Empires update has been discovered, but at what terrible cost? We present for you:

ce_2015_sept_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report! Let’s try something new this month and include the overview section from the development report in this blog post, like so:


September 2015 update notes:

If I were to sum up this month’s work, it would be that we worked on addressing the question of how a player queries the state of a character then how the player makes decisions which affect that state. (You like that sentence? Chris said it needs another comma, but I told him No!) … Naturally the full story is ridiculously complex.

This month is a story of rabbit holes, of the noble intention of working on a seemingly superficial feature, prying back the cover, and ending up elbow-deep in wires and pipes. Possibly we found Lemarchand’s box holding up a leaking conduit and now We have such pointers to show you. I’ll give a shot at working this into a comprehensible narrative provided we all acknowledge that broad strokes are being painted with here.

First, to follow up on the revised Work Crew UI panel from last month, we set our sights on a revised Character Information panel. Sounds great, natural progression! What goes into this character panel; what is a colonist but a miserable pile of memories? Digging in to memories, ah, looks like this system needs some core operations re-jiggered to work according to our present assumptions. We’ll also roll the madness system back into being attached to memories and put a better display on the character panel. And while we’re at it, we should better visualize the emotional effect of memories. While we’re at that, being able to better visualize memory lets us rebalance the effects of memories – let’s do that. We really ought to check every instance of memory creation in the game while we’re at that; and every social job that is executed based on mood state to change mood state – heck, let’s check every job in the game while we’re there. Oh dear, this’ll need fixing; and this. We’ll also need to provide players better means to address negative moods and madness, so let’s get the “office” type building infrastructure working properly so that we can make, for example, effective chapels that give real feedback about their state (and this follows up nicely on the barracks from last month).

Got all that? Let’s review:

  1. redo character info panel
    1. overhaul memory system
      1. review all memories in database
      2. review all memory creation points in script
      3. add madness to appropriate memories
        1. review all madness-related systems
          1. review cults & fix them to use revised madness
          2. rebalance all madness jobs
      4. implement the Lament Configuration with linked lists
    2. review & balance all social jobs
      1. review & balance all jobs in the game, period.
      2. oh hey, it turns out some jobs worked based on outdated assumptions. Re-do or can them!
    3. properly implement office system
      1. redo Chapel in particular to use new system
      2. meddle with theology, generally
      3. cults again, probably
    4. where we’re going, we won’t need eyes. Or roads. I always get those ones mixed up.
  2. attempt to re-activate the black hole for some reason
  3. release album

And that’s not including the stuff I couldn’t cram into a tangled web of related systems, which would be some optimization & finishing on stockpiles, some /other/ UI, and the whole workshift and time of day system. Plus the review of all jobs fixed a number of outstanding AI errors. And we did more balancing. And … it’s in the changelog and in the sub-categories listed below.

It’s not clean and easy to explain, but we think players will be very pleased with progress from Alpha 42 to Alpha 43. We’ve particularly made an effort to address the divide between player knowledge about characters and what those characters choose to do. Next month should be interesting as well – we hope to focus more on finishing the backend for core system (like offices) and – well, we’ll talk about that next month.

(Read the entire development report at the Development Report.)


(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes for alpha 43:

{ read this article }

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Art Is Pain: Marketing For Queen & Empire

I’m going to write about digital painting today (edit: actually, marketing and project management, but let’s pretend it’s still about art) because everyone else is too weak and sickly to stop me. Are you happy? This is what happens!

Isn't it fun?

Some early promotional art. Isn’t it fun?

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Clockwork Empires August update: FRONTIER BARRACKS SIMULATOR 2015

A Clockwork Empires update has been discovered scuttling around our freshly cleaned floor! We present for you:

ce_2015_aug_promo_illustration_small

This update will go live to every Clockwork Empires player using Windows via Steam! The MacOS build will be delayed for a couple days because our mac hardware blew up. We’ve ordered a new one and shall inform you when the MacOS build is released.

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes for alpha 42:

MAJOR FEATURES

  • agriculture update: crop choice is really important now!
  • a massively improved Work Crew UI
  • added the Barracks to conscript & train military
  • and we fixed a million things!

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A Home for Her Majesty’s 22nd Dragoons

We added a first implementation of barracks to Clockwork Empires in experimental revision 41D (as teased in the last blog post). This is the start of giving the military mechanics more depth, providing the player with more feedback about the status of their squads, and providing the start of a structure to give more control to players over how their military operates.

"Tonight you pukes will sleep with your muskets."

“Tonight you pukes will sleep with your muskets.”

The basic pieces of the Clockwork Empires game (relevant to this topic at least) are the character, the work crew, and the building. Up ’til 41D colonial military had only the first two. Giving them a building  means military work crews an on-map home base, an anchor, and gives the player an on-world access point to see what the squad is up. And in terms of gameplay, it makes a proper functioning military require investment of resources! (From a game design perspective, we’re always looking for opportunities for the player to dump resources at potential problems to reward economic success.)

So how’s this work?

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Clockwork Empires July update: SIR, WHERE’S OUR COLONY?

A Clockwork Empires update has been discovered somewhere entirely unexpected! We present for you:

ce_2015_jul_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes:

MAJOR FEATURES

  • starting loadouts!
  • first implementation of character desires and personal property
  • Very Serious economic balancing in-action
  • started implementation of overworld
  • UI overhaul rollout

{ read this article }

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Clockwork Empires June update: THE REACTIVATION OF ASSEMBLAGE 14538

A Clockwork Empires update has been awakened from its aeons-long sleep! We present for you:

ce_2015_jun_promo_illustration_small

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress Report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes:

MAJOR FEATURES

  • Obeliskians! (What are they? Find out for yourself! It might take some digging.)
  • Foreign military units!
  • Massive save/load stability improvements
  • Deathwurm shoving

{ read this article }

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