Category Archives: Clockwork Empires

Instancing, AZDO, and Performance Optimization

WARNING: This is a technical graphics rendering post! If you are not interested in the nitty gritty of OpenGL performance optimization and what I did this week, then what you should know is “Hey, we’re making the game faster!” and “Well, you should probably update your drivers if you haven’t done so already.” The fact of the matter is that this is a blog post that will be most interesting to people with an interest in graphics programming, but this is a game development blog after all, and this is game development!

(We’ve left a whacky animated gif at the bottom of this post as a reward for making it all the way through. No cheating! -ed.)

In unrelated news, you shouldn't let cultists run your farm.

In unrelated news, you shouldn’t let cultists run your farm.

One of the things that has been talked about recently in the graphics programming community is the problem of driver overhead. Every time a graphics programmer makes a drawing call to the video card, the driver sits in between your game and the video card and looks at everything the game sends it. It checks to make sure you didn’t feed it garbage and that everything is valid, so that you don’t end up crashing the computer in a fiery blaze of glory or a blue screen of death. These validations add up and take time – every time you switch states, every time you change textures, and every time you draw something, the little man in the driver needs to go through and sort it out. This takes time, and slows the game down.

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Clockwork Empires 30B released: Saves, Unicode.

We’ve pushed version 30B to the public branch today, which will contain saves as well as support on Windows for user names with Unicode characters. If you have the update, you should see “Version 30B” on your screen in white text in the upper right hand corner. You shouldn’t need to do anything else.

Whoever controls the stew controls the colony.

Whoever controls the stew controls the colony. Here, the Law of Stew reigns merciless.

Saves are still a work in progress, and there are a handful of bugs we’re fixing, so keep a sharp eye out. If your save fails to load the first time, try it again (we’re not sure what causes that quite yet but we have Top Men on it). If you get a random crash related to saving or loading, please let us know on the forums and send us a .DMP file.

Further work on saves will be put into the experimental branch for testing purposes. You may also find other Exciting Work for Clockwork Empires version 31 (which we will elaborate on in a future blog post.)

Thanks for your patience everyone!

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Early Access Update Schedule (& An Extra Special Update)

EDIT: A quick note to the above – we are still testing save games this weekend, with an eye to getting the last few bugs out. If you would like to try them, please switch your Steam build to the experimental branch – the version number should be “30B” – and let us know how it goes. We’ll let you know when the official release goes out here, and via e-mail if you are on our mailing lists. Sorry for the delay – hunting mysterious crash bugs and fixing things is time consuming business. — Nicholas

I think it’s always a miracle when a video game actually gets released, in any form. It’s also a very weird feeling having three years of work launched, for a product that is not complete yet – but there it is, we are in Early Access. The trick now, of course, is to get Clockwork Empires out of Early Access – and that is what we will be focusing on next.

Common scenes from players' Early Access experience.

Common pastoral scenes from players’ Early Access experience.

With regards to Earliest Access: it very much appears to have been the right decision. We launched on Steam in a pretty good state and ended up with only a few issues that we were unaware of. We have seen some excellent streams of Clockwork Empires appearing on Twitch and people have put up some wonderful YouTube videos that invariably end with everybody being eaten. It is also nice to do an early access launch for the simple fact that it had none of the Sheer Terror! that accompanied the launch of Dungeons of Dredmor, or any of our expansion packs. I would highly recommend Earliest Access as a thing for people considering Early Access to do: in terms of our primary goal of having the smoothest launch possible into Early Access, it seems to have worked perfectly. Many of the improvements we put in the game between Earliest Access and Early Access are a result of the diligent feedback of players and their willingness to criticize/talk about their experiences. As always, we thank you for your support.

Similarly we’re now seeing some excellent suggestions through Early Access on our Steam forums, which we are currently working our way through.

With that said, how do we get OUT of Early Access? The plan going forward is as follows.

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Clockwork Empires Now on Steam!

We heard of this “Steam” thing, and it sounds like a pretty good online store for steam-related things or whatever. So we decided we should probably just go ahead and put our steampunk game on it. Here goes.

Get Clockwork Empires Early Access on Steam <

We were also sent this helpful video from the Colonial Ministry to get you started.

Or you can buy it direct from us here, and get a Steam key in the process.

We’ve compiled a HUGE progress report of the game, which you can find here.  We started it last month with our “earliest access” release, and we’ve updated it for Early Access.  We will continue to update this page on a monthly basis as we release major patches.

Mac and Linux users should expect full native support sometime in October.

Save games and support for Unicode paths will be in the opt-in experimental branch on Steam over the weekend; if things go according to plan, these will be pushed to the default branch early next week!

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Ripe for Harvest! (And the CE rev30 Update)

Upcoming “Early Access” Launch of Clockwork Empires

On Friday, August 15th Gaslamp Games is going to be launching Clockwork Empires on Steam Early Access. We’ve been hard at work stoking the boilers and polishing the cogs for the big day. If I may be so bold: the game receives noticeable jumps in quality as each patch is released and we’re pleased with how things are coming along.

We will, by the way, be updating the Clockwork Empires: Development Progress page alongside the Steam launch so you can follow along with the overview of project progress as we transition from “Earliest” to “Early” Access. (Speaking of, the latest Clockwork Empires update patch notes can be found at the bottom of this post.)

Around here, it’s not just knife-fights and musical numbers – sometimes we even do some game design! Let’s talk about what people really play Clockwork Empires for: cabbage.

Farming Overhaul

That's no pumpkin!

(For our sharp-eyed readers: Can you find the pumpkin that isn’t a pumpkin?)

No, this is about farming actually. Farming got an overhaul and I’m going to talk about it.

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Indie Game Development Rock

Jira_ticketWoof! You sure have to do a lot of programming to get a game into Early Access on Steam, on August 15th, for $29.99. (Hint, hint.) But I wonder what this sad little JIRA ticket is…?

I’m just a change, yes, I’m only a change,
And I’m sitting here at Gaslamp Games,
Well, it’s a long, long journey, to get onto Steam,
It’s a long long wait, but a change can have dreams,
But I hope someday I’ll be a patch,
Or else we’ll have to write this code from scratch!

Gee, change! You certainly have a lot of patience and courage!

Well, I got this far. When I started, I wasn’t even an idea! Some folks playing the Earliest Access build decided that they wanted a new feature, so they bugged the developers on the forums until the developers said “Yup, that’s probably something we should fix,” then they wrote me a JIRA ticket and I languished in another pile of JIRA tickets until somebody got around to it. And I became a change, and I’ll stay a change until they decide to push me out in a patch.

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Clockwork Empires is coming to Steam Early Access

First, let’s do the big announcement:

We’re thrilled to announce that we will be releasing Clockwork Empires on Steam Early Access on August 15th for $29.99!

The “Earliest Access” process has been extremely successful, and we couldn’t have done it without all of those fine players who have helped us out by participating. People are sending us horrifying/exciting bug reports every day and are making useful design suggestions; in short, it’s everything we wanted to get out of our “Earliest Access” and as a result of these weeks of intensive effort by both players and our development team, we will be moving Clockwork Empires into the larger spotlight with a much improved, more polished experience.

Thank you, Earliest Access players – we couldn’t have done it without you!

paperboy00_crop

And with that said, there is going to be lots to do in the next two weeks.

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Earliest Access: Week One

It’s been an exciting week! On July 16 we launched sales for “Earliest Access” to Clockwork Empires, then on July 18 we distributed the game to the public for the first time. It may not be our first time at the rodeo but it’ll always be scary to launch a game after keeping it hidden away (for over two years, in this case).

We come bearing videogames!

We come bearing videogames!

The Launch

It’s all gone really well!  There were a lot of parts that we needed to test in the real world instead of sitting on private servers and this goes not only the game content itself, but our distribution and payment partners as well as our supporting websites. As Nwabudike Morgan put it, “Each interdependent piece must be materialized simultaneously and in perfect working order.” That’s pretty much what happened and we had a smooth launch; go team!

People are buying the game and are having fun with fishpeople, starvation, and building stuff. People are finding all kinds of fascinating bugs and telling us how we should make the game better. We sent out a hotfix yesterday, rev27C — changelog at the end of the post — which fixed more than a few things, and we are now fixing a bunch more stuff and putting together some new content for the next update which should be coming early next week. (We had to delay the hotfix by a day because you guys found so many Fun and Interesting bugs.) Special props go out to Dienes for telling us how we really ought to fix this or that script error before we even get a chance to look at the bug reports.

We’re also figuring out how to best communicate with fans, working out how to keep up a rapid pace of iteration, developing new features, and maintaining an active dialog about the game going in the forums.

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