Category Archives: Clockwork Empires

Go Forth and Monetize!

Digglakis

Gaslamp Games Inc. hereby gives permission to ANY third party to use images and sounds from Gaslamp Games Inc.’s video game Dungeons of Dredmor in “Let’s Play” videos, reviews, or any equivalent content on YouTube (www.youtube.com).

If you do choose to use images or sounds from Dungeons of Dredmor on a video, we hereby request that you include the following copyright notice:

“Copyright © 2013 Gaslamp Games Inc., www.gaslampgames.com”

This authorization is given if the video is monetized or contains advertisements or other commercial goals.  You don’t have to, but if you do, hey that’s cool.

If you make a whole lot of money playing Dungeons of Dredmor, and buy yourself a tasty beverage, we hereby request that you say “Skol” before drinking it one time.

Furthermore, if you are affected by administrator removal of content which you have made due to the inclusion of Dungeons of Dredmor content in a video, please contact us at contact@gaslampgames.com so we can work with YouTube on your behalf.

(Also, we’ll include Clockwork Empires in this statement when it’s ready for the world, and when the world is ready for it.)

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December Technical Status Update: Santa Quag’garoth is Coming To Town

At a certain point, game development just comes down to iteration. You build a big pile of things, and then you iterate on them.  Then, you iterate on them some more… and then some more. Eventually, after enough iterations, you get a game, or the Standard Template Library (whichever comes first.)

One of the major driving forces behind said iteration is the fact that the game is now in the hands of Real People, in limited quantities. We have done five internal test releases so far – a bit slower than I am happy with; the first four test builds mainly focused on performance and getting things working somewhat better on people’s terrible hardware (see blog post from a couple of weeks ago); the fifth test build put combat, barbers, and phrenologists back in the game, as well as turning on More Useful Features (like mining.) So what we have right now is a game buried under a shameful selection of UI failures, which we are now trying to extricate ourselves from for Revision 6. This has mainly led to David learning how to use the Doctor Nicholas Vining Patent XML UI Syntax Guaranteed to Vivify The Spirit and Improve Marriage, which has led to this:

Secretly, I think we’re all just wishing for the good old days when he would send me large Excel spreadsheets of coordinates for Dredmor…

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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.)

black

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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