Choices, choices.

Once again, we are back to knife-fighting in the pit. This is the traditional game design approach at Gaslamp Games; we fight to defend our ideas, using oversized weapons and our bare hands. Recently, however, somebody has been seen fashioning a rudimentary lathe – a troubling development that will either upset the balance of power or be absolutely useless.

So what have we been fighting about? Well, all sorts of things. Today, let’s talk about the AI. The AI Cabal – Nicholas, Chris Whitman, and myself – have been hashing things out, and what we have is a data-driven, XML-based monstrosity that is sure to please everybody. The whole goal of Clockwork Empires’ AI is to provide characters in the game (currently referred to, in-engine, as Citizens, although this is not something that makes David happy; after all, we are a monarchy) with unique, rational, and relatable behaviours. The plan is to start simply, and add layers of complexity to the game until the goals and aspirations of characters appear to the player naturally and gracefully.

{ read this article }

Posted in Clockwork Empires, Game Design, Programming | Tagged , , , , , , ,
18 Comments

Conquest of the Wizardlands EP

Mr. Matthew Steele, musician & sound artist for Dungeons of Dredmor, has just released his Conquest of the Wizardlands EP featuring fresh-hot tunes from the latest Dredmor expansion pack Temporal Parod(y)ox and Diggle Hell is a Real (Swinging) Place.

Give it a listen on his bandcamp site and if you like what you hear, why not give the man a dollar for putting a little swing in your step?

(And be sure to check out the complete original Dungeons of Dredmor Soundtrack if you have not yet!)

Posted in Dungeons of Dredmor | Tagged , , , , , , , , , , ,
7 Comments

An Industrial Logistics Simulation For Everyone

The Clockwork Empire needs factories. It is an age of Industry, after all: Great Engines of Production grind through the bounty of the Earth: coal, ore, lumber, lower class workers! All are thrown into the gears of the great machines and boiled, mixed, stamped, lathed, baked, churned, then finally delicately extruded into sprawling stockpiles: the Wealth of The Empire!

Clockwork Empires is a city-building game which takes place in a fantastical industrial revolution. Factories are central to the character of the game because they are a physical embodiment of technological change and social & economic restructuring – progress! – from a medieval artisanal mode of production (something like Dwarf Fortress) in which individual craft skill is celebrated to a properly industrial machine-of-machines mode of production, alienated workers and all, in which the size and sophistication of factories is most important.

Besides, attaching together lots of moving machines is intrinsically neat.

Very early factory & logistics concepts: the splendor of Brick and Brass.

Construction Design Goals

So let’s break this design problem down a bit. What are we here at Gaslamp trying to do with factories in CE?

  1. The structures themselves are going to be procedurally generated. So there is not just one model for all steel mills that you plonk down in rows – you get to make decisions about shape, layout, and decor up to a point and as much as you desire.
  2. Individual factories will make specific products (vs. generic factories making abstracted production points, as in a game like Civilization). CE is about an Industrial Revolution, after all, so let’s dive in on the deep end and relish the details!
  3. The choices made by players need to matter, from internal composition of the factories to their placement in the settlement as parts of a larger civil & logistical system.
  4. Factories need to be identifiable by type at a glance even with structural customization and, better yet, they must be interesting to watch.
  5. Even where buildings are concerned, people are important. Characters make a game more engaging because they build stories. And anyway, the effect of industrialization on people (rich and poor) is extremely important to what’s going on in CE.

We’ll get to how these points will be addressed more specifically. But first let us take a relevant aside into a few games that are, in part, inspiring Clockwork Empires and which have themselves made gameplay involving production and logistics compelling.

{ read this article }

Posted in Clockwork Empires, Game Design | Tagged , , , , , , , , ,
29 Comments

Meanwhile…

Over at ShouldBee, we understand that problems are getting steadily worse:

(Diggle Plush link is here! Limited edition Diggles w/David Artwork are still available! etc.)

EDIT: Now with fixed link that won’t trigger security key errors.

Posted in Dungeons of Dredmor | Tagged , , , , , , , , ,
7 Comments

Evolution of a 3D Engine

One of the major reasons behind announcing Clockwork Empires – as I think I mentioned before – is that we want to talk about what we’re doing. We want to keep you in the loop, and we want you to feel happy, informed, and involved. Accordingly, we’ll be posting lots of work in progress stuff. Again, this is a work in progress and will not (and does not, even!) represent what we’ll be shipping in a year and a half; this is a catalogue of the journey, but not the destination. However, it’s a pretty interesting journey.

Yesterday’s moment of excitement was discovering that all our characters were too small, and occupied one sixth of a “game tile” rather than one quarter of a tile. Queue massive re-export. Ah, well. These things happen in game development, and we deal with them and we move on; the key thing is to try to make sure that it doesn’t happen again.

So, let’s not talk about that. Let’s look at some screenshots. Because we’re vicious and evil, we’re not going to show you up-to-date screenshots; instead, we’re going to show you things from the cutting room floor. Way back when we started Clockwork Empires, we put a screenshot button in the game so that we could easily take pictures of our work for analysis, sharing with friends, putting up on the blog, whatever. Because we did this so early, we have an interesting collection of archival footage. So here’s some stuff for anybody interested in seeing how you pull an engine together.

To get you in the mood, here is a construction animation:

{ read this article }

Posted in Clockwork Empires, Programming | Tagged , , , ,
17 Comments

Diggle Plushie Announcements!

We have some Diggle Plushie announcements today, including shipping news and clarification of our exciting limited-time sketch offer. First, however, here is a link to the product page. Second, here is a video:

ShouldBee is pleased to inform you that shipping of Plush Diggles to the US, Canada and the UK is now available right now! Those of you in Canada and the United Kingdom who have eagerly been awaiting Diggles can now go ahead and order. Again, a reminder – if you are one of the first 100 people to order a Diggle plush, we will throw in a small, hastily done sketch by David Baumgart and signed by the Gaslamp Games crew. There are still sketches available as of the time of writing.

Again! Diggles can be yours. Just click this link.

It just gets worse from here.

Posted in Dungeons of Dredmor | Tagged , , , , , , , , ,
7 Comments

PAX Prime 2012 Photos

It is customary, at this time, to tell the audience what they missed. So here are some photos of our PAX 2012 booth, our PAX 2012 staff dinner, and a small yet modest cocktail party we threw for Visiting Dignitaries.

{ read this article }

Posted in Gaslamp | Tagged , , , , , , , , , , ,
6 Comments

Clockwork Empires: Alright, Now What?

We’re back from Penny Arcade Expo! This was our first year as an exhibitor; while previous years have been reasonably epic (most notably for me, at least, was 2010, which was the year I crashed a panel with Steve Jackson), this year blew them all away. We got to meet a bunch of you, we got to hand out 100 Stuffed Diggle Menaces,  and we got to see the Hat of Bergstrom. We also had a few good times with some members of the remote team who don’t normally work at the Vancouver office, most notably Chris Triolo and Ryan C. Gordon, who just happened to be in town that day. I got a Valve tour! Daniel was on a panel! We went to Notch’s party! The list goes on and on…

Now we’re back, the question becomes: now what do we do?

The main thing that PAX impressed upon me was just how much work we have to do between now and next year on Clockwork Empires. Next year, we want to be showing this game, and we want it to be in a presentable state. That’s fine. We have a long, rather hard road ahead of us, and we’ll get there, but the question is… what do we do until then?

So here’s the plan. We’re an independent studio that is really not beholden to anybody but ourselves. We want you to know what’s going on and how we’re progressing; we want you to get excited for Clockwork Empires, and we want you to let us know how you think we’re doing. We’re going to open things up as much as we can, and we’re going to write while we do so. We hope you’ll like it. We’ll try to be honest, and we’ll try to let you know the good news as well as the bad news. You’ll be getting posts from me on the programming stuff, David on the art side of things, Daniel on AI (and maybe ranting about “business stuff”), and all of us on game design.

Let the great Developing begin, er continue! To that end, here is random art. What do you folks want to hear about?

Clockwork Empires serves the needs of all, from the clothing needs of growing alternative religions to the logistical infrastructure required to maintain a respectable zeppelin fleet in these challenging times.

Posted in Clockwork Empires, Game Design, Gaslamp, Programming | Tagged , , , , , , , , , , ,
28 Comments