Author Archives: David

Sympathy, Violence, Consequences

A Fishperson raider driven to violence by the plundering of their young for food rushes from the fog to beat a colonist with a coral club. Their fellow Fishperson-raider, a few steps behind, fires a spikegun with a ‘pop’. The terrified colonist falls over dead. The Fishperson with the club pauses at this, then turns and runs from the corpse in horror, back into the fog. 

Attack of the fishpeople!

Watery vengeance!

I didn’t anticipate this, though I wrote the script that made it happen: Seeing the corpse they created by killing the colonist pushed the Fishperson over the morale threshold that flips a switch that makes the fleeing behaviour much more likely. I had thought to simply have Fishpeople become demoralized by seeing other dead fellow-Fishpeople, but it was triggered by any humanoid corpse at all. A small mistake, but a really cool effect because it implies that these Fishpeople are not merely “the goblins of Clockwork Empires” but people of a sort that may, in their way, sympathize with your colonists. — Just so, sympathy is the goal of the latest efforts to increase the complexity of Fishpeople to start becoming more than ‘enemies’. Once enough features are fleshed out enough, perhaps they can become friends, albeit creepy fishy friends with some funny ideas about how things work and a penchant for inducting their land-based friends into the ways of The Deeps.

No one’s perfect.

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Ripe for Harvest! (And the CE rev30 Update)

Upcoming “Early Access” Launch of Clockwork Empires

On Friday, August 15th Gaslamp Games is going to be launching Clockwork Empires on Steam Early Access. We’ve been hard at work stoking the boilers and polishing the cogs for the big day. If I may be so bold: the game receives noticeable jumps in quality as each patch is released and we’re pleased with how things are coming along.

We will, by the way, be updating the Clockwork Empires: Development Progress page alongside the Steam launch so you can follow along with the overview of project progress as we transition from “Earliest” to “Early” Access. (Speaking of, the latest Clockwork Empires update patch notes can be found at the bottom of this post.)

Around here, it’s not just knife-fights and musical numbers – sometimes we even do some game design! Let’s talk about what people really play Clockwork Empires for: cabbage.

Farming Overhaul

That's no pumpkin!

(For our sharp-eyed readers: Can you find the pumpkin that isn’t a pumpkin?)

No, this is about farming actually. Farming got an overhaul and I’m going to talk about it.

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Earliest Access: Week One

It’s been an exciting week! On July 16 we launched sales for “Earliest Access” to Clockwork Empires, then on July 18 we distributed the game to the public for the first time. It may not be our first time at the rodeo but it’ll always be scary to launch a game after keeping it hidden away (for over two years, in this case).

We come bearing videogames!

We come bearing videogames!

The Launch

It’s all gone really well!  There were a lot of parts that we needed to test in the real world instead of sitting on private servers and this goes not only the game content itself, but our distribution and payment partners as well as our supporting websites. As Nwabudike Morgan put it, “Each interdependent piece must be materialized simultaneously and in perfect working order.” That’s pretty much what happened and we had a smooth launch; go team!

People are buying the game and are having fun with fishpeople, starvation, and building stuff. People are finding all kinds of fascinating bugs and telling us how we should make the game better. We sent out a hotfix yesterday, rev27C — changelog at the end of the post — which fixed more than a few things, and we are now fixing a bunch more stuff and putting together some new content for the next update which should be coming early next week. (We had to delay the hotfix by a day because you guys found so many Fun and Interesting bugs.) Special props go out to Dienes for telling us how we really ought to fix this or that script error before we even get a chance to look at the bug reports.

We’re also figuring out how to best communicate with fans, working out how to keep up a rapid pace of iteration, developing new features, and maintaining an active dialog about the game going in the forums.

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Hot Testing Action and Starvation

The Gaslamp Games office is heating up.

Top Men sweat furiously, cursing script errors and crashes. Top Buttons are unbuttoned, frantic SVN commits hammered out. Meanwhile Daniel “Action CEO” Jacobsen blasts some Kenny Loggins to set the mood. In other words, we’re implementing a stricter quality control protocol for pushing test builds of the game as we get closer to the danger zone. People have been putting decisive, serious looks on their faces while they nod with their arms crossed.

Cooking! It's pretty important.

Cooking! It’s really important now, actually.

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Building A Better World Through Video Game Violence

To cut right to the point, the questions I’ve been asking myself surround the role violence plays in the tone of Clockwork Empires.To start: I don’t believe that violence for its own sake is interesting or desirable because, well, it’s unpleasant. Unpleasantness, however, definitely has a use in the aesthetic and narrative experiences that games explore (- to say that games are just about “fun” misses so much of what is going on in them!)

So let’s dive in.

He shouldn't have eaten the caviar.

Things that can happen.

The Clockwork Empires frontier is not a peaceful, gentle place and it’s important that we express to players that there are terrible, terrible consequences for Knowing What Should Not Be Known, Digging Too Greedily And Too Deep, or simple things like “not planning a stable food supply” or basic colonial defense. Things happen.

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What Would You Say You Do Here?

An overview, with examples, of actual game development I’ve been doing with very few silly jokes.

Daniel has suggested that the fine readers of our humble development blog would not be so interested in the finer points of small business accounting even though it is utterly essential to our ongoing operations. Nor, he contended, would something so removed as a personal “Clockwork Empires Reading List” actually be relevant to the nitty-gritty of development as-such. Indeed, it is not always easy coming up with something to write here as many, many needs must be somehow balanced and the same goes for this.

I suspect, somehow, that a changelog direct from out SVN would not be helpful, though it contains gems (each an individual SVN commit entry) such as:

5836 – work*

5798 – fixing stew**

5796 -Making laudanum and sulphur tonic should theoretically work (when modules are fixed)***

* It was a vague day, one supposes.

Choose wisely.

Choose wisely.

** It works now. Before, stew was a valid ingredient for itself. This is in fact Realistic but also Not Useful for the purposes of game logic.

*** This is a valid sentence, as “should theoretically work” refers to both “making laudanum” and “sulphur tonic”. The description is incorrect however, in that just the making of these things should work; the Sulphur Tonic does not actually work.****

**** It was observed in a design discussion that the Sulphur Tonic should not actually work, just that it should cause people to think that it worked. This is a valid game mechanic in Clockwork Empires. I recall also Daniel wrestling with the problem of making people not go mad when they consume human flesh if they don’t know it’s human flesh when they eat it.

See the things we have to deal with?

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The Meat Tree & Fitting Pipes Together

I’ve been volunteered to write a development post, so here I stand begrudgingly, not unlike bauxite which eternally begrudges its treasure: sweet aluminum that bright and tawdry metal it is. And me? I bear only concept art for the Meat Tree as a sort of consolation for a lack of thematic unity herein. But wait- there are unifying elements to what I’ve been doing the past week that aren’t immediately apparent from “implementing and improving a ton of random tiny things to make a better overall game experience” and “going slowly, thoroughly mad”. We’ll get to it. First, that meat tree:

Why does the vegan draw so much meat?

Why does the vegan draw so much meat?

How does it grow? I’m not saying. What do you get if you cut it down? Meat, obviously.


 

Now that I’ve reeled you in on a highway littered with the sodden giblets of the Meat Tree’s broken promise, let’s make this post, as threatened, about the importance of animation timing or, more properly, all the complex moving parts that revolve around them. And if fit together just right they form something very much greater than the whole. Like Voltron.

Take the case of a soldier firing a musket at a menacing fishperson. (A shudder courses through my coffee-withered body; Komodo Edit flashes searing white light etched in courier new a record of torment.)

A soldier is a “citizen”* type gameobject. A fishperson is a “fishperson” type gameobject. Each will, if not otherwise occupied, query a global blackboard of jobs to find something appropriate to do based on a variety of conditions, then carry that job out. If hostilities exist between human and fishperson then one attacking each other is a valid job that each will attempt carry out (though only a citizen tagged “military” is allowed to execute attacks at this point). With the attack job acquired, a soldier will rush to grab a firearm if they’re not already carrying one, then will move until they’re in range of a target fishperson and open fire.

It's good to have a sergeant to watch your back.

It’s good to have a sergeant that watches your back – Fishpeople are everywhere!

(* Every time the word “citizen” is mentioned I will put forward my argument that the people of the Clockwork Empires are more properly labeled subjects because, if we are being Historically Accurate about this (and we are), that although the topic concerns citizenship, British subjects became allowed to be referred to as  “Commonwealth citizens” only with the passage of the British Nationality Act of 1948. So by Jove, all this “citizen” talk sounds like the work of La République Mécanique agitators seeking to undermine the monarchy or, worse, Communist infiltrators carrying out the diktats of their Novyrusian masters!)

Let’s break down how the moment of firing works.

Every “job” a character can carry out is broken down into FSMs – finite state machines – which execute a series of operations in a given order. If you get shot while, say, attempting to chug a bottle of whisky, your job’s FSM sequence can execute an “abort” call which could (say) cause the bottle of whisky to be dropped. Here’s the FSM sequence for shooting a fishperson (or other malevolent eldritch entity):

  1. <attack_ranged input=”entity” name=”run”/>

Yeah, that’s it. The attack_ranged FSM probably holds more logic than it needs inside of itself, everything for moving into range of a target, repositioning oneself if the target moves, and finally entering the firing sequence if both the subject and target are in the range that the firearm being held by the subject says it has.

Phew. Let’s look at the firing animation:

Don't be alarmed by what appears to happen to the soldier running to the left -- this is from the same video the above shot was captured from!

Don’t be alarmed by what appears to happen to the soldier running to the left with the splash of blood and all– this is from the same video the above shot was captured from, so that’s totally fish blood spraying all over.

The particles (by Mr. Triolo) and a lovely sound effect (by Mr. Steele) are attached to the appropriate frames of the animation (by Mr. Triolo) running on the NCO model (by Mr. Nejat). With all of that work done and packaged by all those guys, back on the scripting side of things we just have to concern ourselves with running the animation and triggering scripts at appropriate points. The sequence is essentially this:

  1. Load & execute pistol firing animation on to character
  2. Wait X gameticks until the point in the animation where the pistol has appeared to fire, then send the target a “damageMessage”.
  3. When firing animation length in gameticks is hit, load & execute the default do-nothing animation and find a new “job”=

Anyhow, the next character job is probably going to be “shoot the fishperson” again unless the soldier’s morale breaks or they’re set on fire or something, so the system works pretty well. The timing and functioning at stage 2 is the tricky part – sending information to objects being interacted with. Aesthetically the value of X here is interesting because if it’s off by just a little, the entire interaction of each animated character, sound effects, and particles will intuitively feel wrong. So let’s get it right.

So that’s great and the timing is visceral and lovely, but how about that “damageMessage”? This is a collection of information that the FSM pulls from the character’s item about what type and amount of damage it does which is sent over to the receiver of the damage to decide how they’re going to take it. A Steam Knight for instance will shrug off most damage types and simply play a metallic “ping” sound. A fishperson, however, is soft and fleshy and will shoot out blood (triggered via a script command) and take injuries (via decrementing hitpoint integers and possibly adding special afflictions).

At that point, you say, shouldn’t we play a “get hurt” animation? Why yes! But this is where it gets more complex: We’re in a position where one game object is pushing animations, usually covered by the “job” system, onto another game object. What if the target of attack is in the middle of walking between tiles? What if they’re having a conversation? Everyone needs to know how to abort properly, what to do next, and figure out at what point they’re allowed to query their status to figure out what job they should be doing next. I’ve been considering the idea of animation interrupts detached from the job/FSM system, but anything inspired by one of the more confusing Magic: The Gathering mechanics is probably not a good idea. Maybe I’ll pass this to Nicholas to figure out. [Note: We know how to solve this and just had a big talk which ending up with all the partners agreeing that this was relevant to the discussion.]

I've got an icon for this.

I’ve got an icon for this.

(Related: we have a “Run Because I Am On Fire” job which becomes unbearably important to execute if you have the “on_fire” tag, but I talked about that already.)

In conclusion, there are lots of little pieces of art and code that need to fit very cleanly together to allow systems (ie. a character) and their meta-systems (ie. a workcrew), and their meta-meta-systems (ie. a colony) to execute in a technically smooth and aesthetically pleasing manner. They also need to interrupt each other in similarly pleasing manners when things go terribly wrong in your colony and characters rather impolitely interrupt one another.

This is where, as I’ll always insist, it gets complex.

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The Mad, Mad, Mad Vortex of Game Development

Alright, real talk. Today’s post is inspired by a question asked in the forums, paraphrased:

“With early access titles you find a lot of people complaining that features are being added while bugs aren’t being addressed and I’d love to see what Gaslamp Games could say about this.”

This question makes me reflect back on myself 15 years ago, when I was an enthusiastic fan of games eagerly watching their development from the outside, being frustrated by waiting for patches, and, I’ll admit, not being very understanding at all about bugs and venting anger at developers. Now I’m here on the other side and I can see why things happen the way they do, I recall specifically saying, after launching Dungeons of Dredmor, “I understand now why things end up the way they do”.

Vaguely related example: Yesterday I argued myself into conceding that the most important thing I could do was another mockup for the character info UI widget.

Vaguely related example: Yesterday I argued myself into conceding that the most important thing I could do was another mockup for the character info UI widget.

(I was originally going to use the framing conceit of Dominions 4 game mechanics to explain the functioning of a small game studio, but Daniel helped me see that this will not necessarily make the process easier. And that Dominions 4’s game mechanics being comparable in complexity to running a small game studio says more about Dominions 4 than it does explain anything useful to gamers. So let’s not do that. Also rejected the “Eastern Front of World War 2” analogy as potentially a bit grim. Moving right along.)

Game development is a problem of satisfying a bunch of competing interests while trying to align a bunch of contingent sub-projects. Let me dig into an example loosely inspired by reality.

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