Category Archives: Clockwork Empires

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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Cultivating Gameplay: Game Design in CE

Clockwork Empires is an exceedingly complex game. Each new system interacts with each existing system in ways we necessarily can’t predict. And unpredictable consequences are, to some degree, the goal of any sandbox game worth its cabbage. But there are failure states where the whole web of systems kinda slumps over to one side, repeating the same beeping noise. This isn’t interesting, so we have to poke and nudge the game back to where it does interesting things again. This is called “Game Design”.

Is that metaphor getting awkward? Let’s get to the specific example I had in mind: balancing food & farming gameplay in Clockwork Empires. This is going to go into Exciting exhaustive detail!

Farming, step one: kill anything that isn't human.

Farming, step one: kill anything that isn’t human.

(By the way, we’re doing the big monthly update of Clockwork Empires next week! The Development Progress page will be updated at that time. Details to be released soon.)

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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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