State of the Programming

Greetings, loyal Subjects of the Empire! As you know, we traditionally give out a programming status update around the start of the month to let you know what we’ve been doing. To make things even more exciting, Mr. Triolo recently found some sort of “GIF-making” tool on the steam-pipe-and-radium-Internet. Therefore, what the heck, let’s show you some animated engine footage… in very, very small quantities.

conver2

Work makes us all sad. That’s why we’re in game development, right?

So, without further ado, what’s new this month…? 

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Biomes of Steampunk Colorado

Last time we talked about biomes back in February, Mr. Whitman had finished a framework for terrain generator and had implemented a few test case biomes which we have been using in-game for a while just to give us something to hack on to test the features we’re after. This small set of biomes has been the backdrop for a ton of our screenshots lately. You may have noticed a recurring theme of pine trees on a field of green grass with some lakes.

We’re going to start mixing it up in the next month or so. The system we’ve implemented runs on a concept of two or three specified biomes on a given game terrain map (the playable area in any given colony).  Some examples might be a “high prairie” (aka “Steampunk Yellowstone National Park”) biome, a tropical rainforest, a desert, or the Novyrussian taiga.  Within these biomes, we have subcategories of smaller environments that we call “mini-biomes” or “sub-biomes”.

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Not pictured: The Underdark.

For our high prairie example, these include the prairie highlands, canyons, conifer forests, aspen forests, or craggy hills. We have some heuristics for determining where these mini-biomes should go within the map.  A fairly simple random walk for determining river directions, which gives us gravel beds, canyons, and actual rivers, and Perlin-based determinations for where forests or hilly regions are placed.

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Hundreds of Tiny Icons

Everything is better smaller and removed from any context.

You make a 32×32 image of fame, rasterize glory, and even make an icon of death.

Someone has to do it. Someone must take up this mantle; Someone has to come up with a blog post about something or other because Nicholas & Daniel are too tired from crunching out a bunch of (quite fascinating actually) systems which, however, lack visual polish and therefore aren’t much good to show off. Yes yes, we’re going to fix that giant white cube that says “POWER SAW” on the side.

So why not icons?

You may recall something of this most diminutive Art from such games as, oh, Dungeons of Dredmor which had altogether over 500 skill, spell, and status icons. There’s no reason to think that Clockwork Empires will be any different. (Except less with the magical spells, perhaps; That’s cultist stuff and we Don’t Approve.)

An apparently loyal subject of The Empire could be a secret Revolutionist.

An apparently loyal subject of The Empire could be a secret Revolutionist.

So, as mentioned in a previous blog post, we have thought icons to express what characters are thinking, feeling, and talking about. Being in effect an avatar of bureaucratic panopticon, somehow, cough, you get to see all of this. Your little people will say things which influence how others feel about them while, perhaps, feeling other things entirely. At this point the valid topics of conversation are entirely about the hatwear of social classes. A lower class labourer will speak of their fine flat cap, though this might not go over well with the middle class overseer who prefers a business-like bowler. Among the aristocrats there are even poetically-inclined types who deign to “slum it” and associate with their lessers while wearing the hat-wear of lessers. On the other hand there are ambitious folk who prefer to discuss hat-wear which is above their station such as the regal top hat, though due to their birth they’ll surely never gain acceptance from their Betters. It’s all very awkward and British.

Everything you could need in 64x64 pixels!

Everything you could need in 64×64 pixels!

There are also, as players of Dredmor will recall, very good reasons why I won’t be making any icons in a mere 16×16 pixels — we’ve got more UI space to play with for our target specs. Would you believe that our original plan for Dredmor was the ship as an 800×600 fixed resolution game? Terrible idea. And this time around our UI workflow doesn’t consist of me writing giant passive-aggressive documents and giving them to Nicholas for hard-coding. In C++.

I won’t get into the specifics of UI layout here because I really can’t — our entire plan, based in part on experience from Dredmor and in part from some common bloody sense, is to have a highly modifiable UI system which allows easy iteration. For instance just last week Nicholas fired up some Prison Architect (Hi Introversion! We think you’re pretty swell) and thought some of what they were doing with UI was clever so he had to try it out. He edited some XML and had an approximation working in CE before the end of the day. A few ideas we are sticking with for now, a few are still proposals based on old Bullfrog games and our company-wide Company of Heroes brawls the past few Fridays. Iteration is cheap, which allows us to experiment and rapidly react to feedback. And if you really don’t like the UI, why, you can just mod your own.

All that said, I bet we can beat that 500 icon count for Clockwork Empires. I mean heck, we’ve got like 30 different kinds of hats already, and that’s just hats. Yeah! Art is pain! (Please send wacom nibs.)

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Particles; The Homicidal Aurochs

Daniel and I are crunching a little bit this week in order to meet an internal deadline. (“El Dorado”, named after the mystical city that doesn’t really exist and has never been found; we only chose that codename because “Titanic” was apparently used for a Microsoft product.) We try to avoid it as a general rule – after Dredmor, which was released after we  crunched for about three months, non-stop, the old batteries need time to recharge – and were more or less successful doing this for the Dredmor expansion packs; however, we’re a little bit behind where we want to be and we need to do a little sprinting until the end of June in order to get everything back on track.

Daniel is hard at work on aurochs this week – killing them, and butchering them for their meat. This led to twenty-five homicidal aurochs immediately rampaging your settlement and killing everybody before you have a chance to collect your firearm.  He has subdued them… for now.

It also turns out that the singular form of “aurochs” is, actually, “aurochs”. Who knew? David, apparently.

You may recall me mentioning back in May, or so, that I’d started work on a particle system and editor for Clockwork Empires. At the end of last week, I had some of the particle system done but very little editor functionality, having promised that I’d “get to it, yes” – and then ending up doing things like, say, combat or more work on dynamics lines or any of the things that I would rather spend my time doing other than a particle system.

Finally, David started holding things hostage. FINE. Particle system. Right. Good. Editor? Writing? Blech.

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Moods, Sleeping, and Fortifications

Happy June! It’s a bit early this month, but let’s have a technical status update. After all, E3 only comes once a year. Thank goodness for that. Let us, therefore, scour our eyeballs with the contents of the programmer-taken screenshot-mobile* and look at some new features that have made their way into CE that are, in fact, not related to E3 at all.

* Sanity adjustments performed by art team; Programmers have funny ideas about composition. And everything, really, though I admit if you need a fine pair of shoes or a man’s hat, Nicholas can hook you up. -d

standing_in_the_water

“Ah, the water — so sublime! So bracing! It’ll make beautiful feedstock for our steam-piped power network.”

This happy naturalist, for instance, is not going to E3.

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Foxes & Fences

Welcome back readers! Don’t be too distracted by all the cute animals – the most important point will be our comprehensive simulation of the economic transformation of the frontier enabled by the advent of industrialized production of barbed-wire fences. But first, one of the fascinating new additions to Clockwork Empires is this fox:

FoxDrama

The new Clockwork Empires engine enables a visual fidelity and realism never before possible in indie games. These are all rendered in real-time in Maya but will totally actually be in the game once Nicholas is done with the entrenching system.

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Starting Gear

Just a small update for you guys today. We’ve been designing a lot. My hands are tired.

We’re starting to nail down the specifics of the inventory for starting up a settlement.  A starting load-out is going to be required because, to be honest, you won’t want to start from absolutely nothing.  I mean, maybe you could actually just start with one guy named Steve, with no tools, in the middle of the wilderness. But chances are he would be eaten by a carnivorous tortoise or starve before he’d manage to collect enough useful stuff from the environment to trade for an axe and actually make a half-decent go of things.  Frontiers are dangerous!

Let's get this colony started -- with a bottle of wine, apparently.

Let’s get this colony started! (Beginning with a bottle of wine, apparently.)

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May Technical Status Update: Building Interiors, Workshops, Outlines, Hidden Work

Things are slowly coming together. Some new developments have occurred in programmer town, and we are delighted to finally show you what we spent the past month-and-a-half doing.

Bluntly, things are coming together at last. People can harvest resources, process them in workshops, and convert them to other resources. People have their own actions as well; if people can’t eat, for instance, they’ll die. Poets still wander the hills, trying to be inspired by things. The noble aurochs plough through the land, and so forth. Want to see a sneak peek? Read on for some new features…

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