You take the story and you put it in the economic simulator

please_dont_sue
One of the next steps for us in terms of the actual GAME development is going to be the inclusion of work time and not-work time for the characters.  This is kind of tricky, because if you have a button that lets you control how much of any given time period a character works, you’re going to want to crank it all the way up.  And when the characters get cranky, you’re going to want to just ignore their demands for the good of the production chain.  But we want your characters to not be working sometimes, because that means that they can form relationships with other people that they don’t work with, and they can sleep and drink strange liquids and have Super Secret Meetings.  It’s important!

This is a trap.

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The Joys of Video Card Compatibility

With David taking a quick getaway vacation, and Micah off recovering from not doing anything in academia recently, Daniel and I are quietly holding the fort. By quietly, I mean “stirring up trouble.”

As you may have read, we sent out several builds of Clockwork Empires to various parties recently. Six such parties, in fact. Of these six parties, three of them were able to play the game, and three of them were not. This is what happens when you take code that runs very nicely on your office machine (Windows 7, a Lot Of RAM, a fairly recent video card of Good Quality and Character by NVIDIA, with a Fan Attached To It) and try to run it on somebody else’s machine (Windows XP laptop, 1 gig of RAM, and the video card driver is actually just Bonzai Buddy.)

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Output of the game on the Intel HD4000.

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Pre-Alpha Testing Has Commenced (Whatever That Is)

The grim realities of testing.

Well, it’s started.  A very small number of builds have gone out into the wild, with minimal functionality, as part of a systems compatibility test.  We have disabled pretty much everything but getting people to keep themselves alive, and some ramifications for not doing so, the least of which probably being death.  Again, the possibility space is very limited with this build so we can focus on the really important stuff like hardware compatibility.

We will gradually be enabling features on the builds that are in the wild, and at the same time increasing the number of participants in our Experiments.  If you’re interested in participating, please sign up for “testing” via the mailing list at ClockworkEmpires.com – I promise we won’t send you any news you don’t sign up for (we hate it when people do that, so we’re not going to be those people).

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The Codebase of Elemental Evil

Nicholas usually played as Nicholas (race: Half-English, class: Coder, specialization: Graphics, favoured enemy: Writing Documention). But this week we brought the snacks and he got to be the Development Master. That meant the adventure was his pick. We always dreaded his week.

Sean (Half-Scot Artist, specialization: Environment) made coffee of blackest night. Cups filled and SVNs updated, The Gaslamp Games adventurers assembled at the table. Once everyone had quieted down and settled in Nicholas began as he always did. With dramatic pause.

… … …

“This week we enter The Codebase of Elemental Evil: A story of Clockwork Empires.” he intoned.

Tremble, mortals.

Tremble, mortals.

Daniel,  Viking dual-classed Executive/Programmer, spoke up immediately. “Dude, I don’t think this adventure will motivate team-building. We’ve got four artists, and since you’re DMing we’re down to just two coders. It’s inappropriate.”

Flustered, Nicholas responded “Well hang on! Joseph is sick this week so that’s just three artists, and David said he really wants to do this adventure.”

I chimed in: “Yeah, I mean I’m an Artist/Manager right now, but I’d like to multi-class one more time as a Programmer because the adventuring party could really use more gameplay abilities.”

Indeed.” said Nicholas portentously.

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Combat 2: Son of Combat

Last time we wrote about combat, everybody got very excited about entrenching and trenches and gabions and spikes and shooting. Hooray for that. The brief, as I understood it from David “Accurate Simulation of Grain Silo” Baumgart, is the following:

poster_army00

  • Combat should be tactical and positional. Your entrenchments matter, your set up matters, and it is a tactical, positional sort of warfare.
  • Combat should be character-driven. How your soldiers approach a task depends on the relative efficiency of whoever is running the show, and of the soldiers themselves.
  • Combat should be pretty slow, really. Let’s have battles that feel like battles! (Many games have a problem where you send 30 dwarves to attack a Forgotten Beast and it’s all over in a blur of particles or ASCII.) No, let’s give the people what they ask for.
  • Pip pip, what ho, etc.

As the technical director, when some sort of a system comes up, I usually take a first swing at it before it gets passed on to somebody else, or I keep working at it. This sort of tends to be how I contribute to the design – by brute force implementing whatever I think things should be, but knowing that I won’t get any art for it if David doesn’t like it. It is this heady triptych of unresolved creative tension that makes Gaslamp Games into the swirling beehive of … bees… that it is today.

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Fixing The Economy

The weeks leading up to the release of the Clockwork Empires teaser trailer were focused on putting together visual polish and gameplay situations to fit a desired narrative. This all looks very pretty but it doesn’t develop the substance of the game — now, we return to substance: the economy.

(Well, at least I am. Other people are working on other stuff which is also cool. But I get to indulge in this post now because it’s my turn! So let’s get some adorable little icons going to liven things up… )

There's more where these came from, believe you me.

There’s more where these came from, believe you me.

Although we’ve all got input on the design of the game, in broad strokes we’re putting the responsibility for design/implementation of particular areas of mechanics on individual people. Daniel, for example, made himself an advocate for developing character personalities and relationships (see also: his posts about such things as relationships & event knowledge). Meanwhile, I have a passion for, paraphrasing Nicholas here, “optimizing transfer of goods between two grain silos in Ukraine” so, naturally, I’m taking on the role of advocate for economic matters in Clockwork Empires (see also: my posts on loading bays, and going way back, industrial logistics). Putting together a (first draft) of a (vaguely) working economy is my task for this week.

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Help us raise money for children’s hospitals!

Today we’re working with a bunch of other indie game developers to help a charity called Extra Life raise money for children’s hospitals. If you could contribute $5 or $10 it would mean a lot to us.

The donations are going to Seattle Children’s Hospital by way of the Children’s Miracle Network (and if you are in the US you get a handy tax deduction form thingy)

http://www.extra-life.org/index.cfm?fuseaction=donorDrive.participant&participantID=58321

We’re going to be playing Crusader Kings 2 on our stream, which will start at 5pm PST, you can catch us on Twitch.tv, and we’ll be our handsome and charming selves.  See you on the twitch channel!

http://www.twitch.tv/indiemegabooth

Edit: Wow, we’re terrible at Crusader Kings 2. And at taking care of children in Crusader Kings 2. But we’re great at beards. Help make up for our terrible medieval child-rearing in the 11th century!

Edit #2: In case you missed it, you can see the archived stream of us flailing about in Medieval Denmark here. We’re on for about the first hour there.

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Clockwork Empires: Teaser Trailer & Website

Greetings, Colonists!

We’ve all been working very hard, driven half-mad by lack of sleep and an excess of the foul black brew known only as coffee. And we have a lot of fun stuff to show you. Just a little something:

We’ve also got a whole new website for Clockwork Empires! I’m going to link to it like three times here so you’re absolute sure not to miss it. Go! Go now! Or very shortly! Let’s make it easy:

–> www.ClockworkEmpires.com <–

It shows off yon video, a load of screenshots and fun pictures, a (new, smarter) Gaslamp Games mailing list signup (which you should sign up on to get steaming hot news straight from the boiler, plus insinuations about alpha testing). The site will be updated with all kinds of awesome stuff as development proceeds!

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