Fight or Flight

Colonists are fickle creatures. You must take good care of them or they’ll starve to death. Or join a cult and start murdering for Quag’garoth (as one typically does when left without supervision).

What I’m getting at is that we’ve got quite a challenge in making colonists act like little virtual people. Part of how colonists end up acting is up to how the player manages then, as it should be in this business of interactive media. But the larger part of the iceberg (to our perspective) is making this possible to say nothing of engaging in the first place, and that’s up to how we hook up the pipes behind the scenes to enable colonists to express varied, interesting behaviour based on stimuli which can be observed and often manipulated by the player.

Fishpeople hate landmines.

Fishpeople hate landmines.

A sprawling example I’ve been dealing with lately is how to make colonists respond to danger. Fight or flight, easy, right? Well …

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Clockwork Empires October Update: MIDNIGHT DEFENCE AT SKULLSWAMP ARSENAL

It is time once more for the monthly update to Clockwork Empires! We are now at v32, or as we like to call it, Midnight Defense at Skullswamp Arsenal.

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

We have also updated our Clockwork Empires: Development Progress report!unfortunately our web guy is lost somewhere in Vegas so the latest version isn’t online yet, but we’ll let you know as soon as we find him. (Once it’s up it will provide a look into the high-level status of the project in excruciating detail. There are also pictures of cute animals.) Update: We found him! It’s all working now!

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

MacOS and Linux users: MacOS and Linux compatible versions of the game will be released before the end of October; we shall inform you post-haste when they are available via Steam!

 

Patch Notes:

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The Marathoner’s Wall

It’s that time of the lunar calendar again! We’re going to be putting out a major monthly patch in a few days, more info to come toward the end of the week.

As for game development news, this blog post was really tough to write because I haven’t actually been working directly on the game code in probably a couple of months now, barring my brief work enabling a new biome.

#1 Management Tip? Condition.

#1 Management Tip? Condition.

Most of the work that I’ve been doing has been the rather inglorious work of preparing revenue reports for our financial partner (Canada), preparing for taxes, product management, and other typical things that business owners need to do. Nothing glamorous or interesting as game development blog material.

Between “Early Access” and “Shipped”

One of the things I have been doing for the last few weeks, though, is quantifying the details that separate our game as it exists now from the level of polish people expect from finished games. There’s a gulf between a nearly completed game and a completed game that comes down to all the tiny details that aren’t absolutely necessary for the game to function, but these are the details that remove the necessity for the player to do detective work to play the game. In a truly great game, among a host of other things, the game will gently encourage players to do the things they wanted to do anyway in all the right ways without them having to puzzle out how. This is what we need to do to get from the bare skeleton of a game to that properly fleshed out experience. Getting there is a little weird.

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Keep Our Troops At The Front Firing!

In other words: Ammunition. (Because we know that everyone loves counting bullets.)

Herschel Boot knows what's important.

Herschel Boot knows what’s important. (Mind the Errant Viscera.)

But no, it isn’t about counting bullets and shouldn’t be. Let’s back up the discussion a step and deal with –

Why Ammunition?

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It’s the Economy, Stupid (And Also The Building Creator)

My current push on Clockwork Empires right now – in addition to the usual horde of performance fixes, crash fixes, and save game fixes (in fact, save games are currently the purview of Mr. Micah J Best who is sorting through a list of long-standing issues as we speak!) – centers around two things:

  1. Creating player motivation to develop their settlement’s economy. You can produce things, but there is often not much reason for you to do so (unless those things are the precious life-giving foodstuffs which stand between Civilization and Cannibalism).
  2. Improving the process of placing modules. In particular:
  • In the most recent build, you cannot add modules to a building after the building is constructed, nor can you remove modules after a building is constructed to make room for new modules;
  • If you want to place a bunch of beds, you have to click on the bed icon, then click on the blueprint, then click on the bed icon again, then click on the blueprint again, and it’s all quite a lot of bother;
  • If you want to make five Middle Class Houses, and put beds, chairs and tables in each of them, you can’t put down three house blueprints, then all of the beds, then all of the chairs, then all of the tables;
  • Decor (as a category of objects you can place in buildings) is kind of buried so our colonists are deprived of lovely photographs, lanterns, and all the other junk used to decorate buildings.

As it happens, these two problems are interrelated, and this is what I am working on this week.

One of these things is not like the others.

One of these things is not like the others.

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Rally Point Whackamole

Daniel and I love arguing with each other about random design questions though somehow we generally end up agreeing on what to do, without agreeing on a conclusion to the original question. The result is, at least, a practical course of action. This is the story of an argument where I concede victory to Daniel.

This colony was barely holding by a pack of depressed militia. They had only a stockpile full of raw food, their guns, and some whisky. Then 30 Fishpeople raiders attacked.

This colony was barely holding together, the only survivors are a pack of utterly depressed militia soldiers. They have only a stockpile full of raw food, their guns, and some whisky. … then thirty Fishpeople raiders attacked and it was all over.

Rally Point Whackmole

Playing the latest build in the tropical biome, you may find that it is indeed crawling with random Fishpeople. When playing I found I had to send troops from one side of my colony to deal with a fishperson, then order them to run to the other side to deal with another one. Meanwhile, a third fishperson is trying to mess up my crops and, jeez, to re-select the military rally point I have to open Work Crews, scroll to the military squad (defaults to the bottom of the list), find the little rally button, then drop it off on the map each time I want to move the squad rally point. Tedious! Let’s break down the issues here:

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The Diary of Millard Brazenwhistle, Naturalist

It’s been a busy week with the big September update – “Conscript Steelcog versus THE MURDERCULT” – launched yesterday. Let’s explore a little of the new tropical biome introduced in the update by reading some excerpts from The Diary of Millard Brazenwhistle, Naturalist.


Millard Brazenwhistle came to the Colonies seeking to build a new life on the frontier. He worships at the altar of celestial order. He has pledged allegiance to the Queen. He was born in the 47th year of the Reign of the Queen. Millard Brazenwhistle is a fine specimen with a stance neither above nor below that which is appropriate. Friends: Sadly, none.

Millard Brazenwhistle is an Enthusiastic Amateur who likes dabbling in things he’s not very good at. He is a Industrious, believing that idle hands do the work of terrifying eldritch powers. He is a Pioneering Spirit who is happiest outdoors and works well with animals, dead or alive. He had an unpleasant journey to the Colonies due to a fear of airship travel.


“It’s just so bloody far to the ground, I don’t see how everyone can just pretend that we might not go tumbling to our death at any second.”

millard1

“We were dropped off by airship in the middle of the jungle. The fishperson must have been as surprised as we were! Our brave soldiers gunned it down quickly before it could alert its fellows of our position. Mrs. Clucksworth is unsettled by this unknown biome and accompanies me everywhere.”

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Clockwork Empires September Update: Conscript Steelcog versus THE MURDERCULT

It is time for the monthly update to Clockwork Empires! This month is v31, or as we like to call it, Conscript Steelcog versus THE MURDERCULT.

steelcog_vs_murdercult

This being a monthly update, the changes will go live to every Clockwork Empires player via Steam.

We have also updated our Clockwork Empires: Development Progress report! Please check it out if you’re interested in the overall status of the Clockwork Empires project broken down into excruciating detail along with pictures of cats.

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

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