Category Archives: Clockwork Empires

Steampunk Central America: Adventures in Sort-of Verisimilitude

Well, we just wrapped up a two-pitcher lunch at the Sewer Brew Pub with a fan (hi Kris!), so you  know that means: time to write a blog post! So Daniel has been cranking through biome stuff and asked- no, let’s start this over.

The sky above Vancouver was the colour of a television tuned to a dead channel. Daniel entered the gently cultivated chaos of the art room and recoiled slightly. The chaos recoiled slightly back at him. 

“After Steampunk Colorado, what’s next?” — Oh, well then: we could do a desert. Lots of bones, dust, salt, jagged rocks. No? Really? I thought it’d be pleasant. Then perhaps a swamp, something lovely; Lots of plants, molds, miasma, large insects, fevers. No? Not a swamp? If we must then, let us set our sights on:

Steampunk Central America

White sand beaches, tropical forest, volcanoes, cenotes, deforestation, strange statues buried in the sand at the low elevations and giant, scowling basalt heads at the higher; beetles grazing in tropical meadows before wallowing in warm streams. It’ll be lovely. And we still get those fevers in.

It starts with a palette of colours, the right colour for the right sub-biome from the top of the topology to the bottom. It’s all layered like some kind of terrible cake full of dirt and growing trees. Below is a quick sketch I did to give an overview of what could be going on in a roughly Central American biome set:

Literally the broad strokes.

Literally the broad strokes. (And with apologies to our Central American readers — this is all about capturing a certain interpretation of a feeling of reality without being much arsed to be real reality. Which is about what CE is doing in general but with more steam engines. Would it help if I said the word “verisimilitude” here and waved my arms around? Good. It made me feel better too.)

Erupting with enthusiasm.

I’m erupting with enthusiasm for top-down concept maps for biome generation. (If you enjoyed that, I’ve got more. So many more. Er, to clarify: I’ve got both terrible puns *and* biome concept art.)

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I SMOULDER WITH PROGRAMMER RAGE

Have you ever had one of those weeks where everything seems to go wrong? Work is being done. Oh yes, work is being done. But at every step, we are beset upon by mystery and woe! ARGH.

Loading doors! Mr. Triolo animated them. They are lovely:

Good, well-behaved shutters. (Seen in Maya.)

Good, well-behaved shutters. (Seen in Maya.)

Let’s put them through the same process that we use for importing everything else into the game, la la…

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The Violence of Designing Everyday Things

Do you like our ducts? (Presented with apologies to Terry Gilliam.)

Do your ducts seem old-fashioned? (Presented with apologies to Terry Gilliam.)

I should start by saying that I love pipes.  Seriously, I do.  But people around here don’t believe me.  They think I hate pipes, gears, conveyor belts, and all manner of functional machinery.  I love that stuff!  I just hate seeing it abused for no good reason.  Gears are for doing things, not for slapping to the side of a building just ’cause!

I can say the same thing for what we’ve termed “dynamics lines”.  Dynamics are basically fluids or other commodities that are required for tasks that can be either broken up into discrete units (like pails of water) or piped in (like, erm… water pipes).  We’ve argued about these a lot.  While they’re aesthetically pleasing, if you end up having a giant rat’s nest of pipes for a city, there’s no way you’ll be able to see what’s going on in your settlement.  All of the characters become obstructed by a monstrous network of pipes and axles and other means of transmission and you can no longer tell you’re playing a game or where your favorite character is.

This is a problem.

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From The Humble Loading Bay All Things Follow

At some point last week we decided that what Clockwork Empires really needs is loading bays. You know, that bit of a building trucks back onto to load and unload goods. No, really. And it’s going to be great!

This is not some sign of utter mundanity, rather, it’s one intersection in a web of interlocking game systems which are forming in Clockwork Empires. And it’ll be key to so much more than a hole in the wall your labourers toss crates through; No, this is Exciting Logistics! This is how everything fits together through space and time, how the labour of your fickle characters is turned, by use of machines and production structures, into valuable commodities which may be improve the well-being of your colony, be used to construct massive factories — or weapons, or perhaps sold off for the greater glory of the Royal Charter Antipodean Trading Company and The Empire. (And that’s why I love Exciting Logistics so much!)

stockpile/logistics

Logistics! Excitement! (This is what happens if you put a lot of effort into cleaning up your concept art. And I admit, I’d totally play a game that looked like this, distribution arrows and all.)

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Tags and Events

Gin mad engineer

Simulation of Nicholas’s ravings in-engine.

The IGF has announced today that they are removing the Technical Excellence category from their awards because of, quote, “widespread, affordable middleware”. Since I am a shattered pinion of a man, barely holding together and clutching a bottle of gin in the wake of this decision, I… I…

I don’t know what to write about any more.

I lurched into the office this morning. “What do we do?!” I asked nobody in particular. “Let’s… let’s… stop everything! Let’s license Unity! Let’s make a platformer with a lovable quirky twist!” Then David slapped me about a bit.

“You’ve got to blog!” he yelled. “Do it for the children. DO IT SO THEY MAY ONE DAY ENJOY TECHNICAL EXCELLENCE. ”

And so, one day late, we shall blog about technology – because I still believe in a world of Technical Excellence.

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In Search of a Better Pine

or: An Example of Artistic Iteration in the development of Clockwork Empires

The majestic redwood

The much-improved pine forest as surveyed by one Mr. Rooster Dynamopipe. (“Rooster”? Who’s been screwing with the name list!)

Rome: Total War forest

The trees for the forest in Rome: Total War

Yes, we pine for the majestic redwood towering over the domain of Nature. But if the tree towers, how can you very well see what’s behind it? The majesty of nature is lovely until it means you can’t see what the heck is going on in your game.

I have flashbacks of Rome: Total War which, apart from being a very enjoyable game, was not enjoyable when you ended up fighting a battle in a dense forest. Look to the right there; That’s a very sparse example of a forest and it has troubling issues with blocking your line of sight already. The denser forests got pretty packed and made fine maneuvering of units rather frustrating. This is what we want to avoid.

But still: the allure of Majesty! We can’t give up now!

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Little Tree on the Prairie

A lot of our time over the last week on the programming side has been spent updating our internal documentation.  Since we invested so heavily in back-end programming for the game, there are a lot of systems that we’ve written but have not spent a lot of time interacting with yet.  And because we want the game’s content to be malleable enough that people on the team with no programming skill can edit and create content, they need to have reference to consult.  It’s not the most exciting work in game development but it needs to be done.

Steampunk Colorado

From earlier: Steampunk Colorado

While waiting for some last bits of an object systems rewrite to be finished, I’ve been implementing some of the “high prairie” (aka Yellowstone) biome code that we were talking about at the beginning of the month, with the hope that we can start showing some more varied screenshots.  It’s still a work in progress, but here’s where it’s at right now.

High Prairie and Pine Forest biomes

Shown here are the biome generators for the high prairie grasslands and the high prairie conifer forest (two of the planned seven “mini-biomes” of the high prairie biome set).

forest floor texture

Missing from this forest floor texture: empty cans of cheap beer, discarded cogs left by bands of wandering steampunks.

The biome transitions are still basically straight lines at this point and we’re going to try to cram a bit more biodiversity and foliage variation in there to make things seem a bit more realistic (There was an extensive discussion on the subject of diseased trees). Note also that this is the upper plateau segment of the high prairie biome which is dryer and colder.  The lower areas will generally be more green and lush with broadleaf forest.

We’ve done some work to reduce the appearance of terrain texture tiling artifacts (notably some clever spells cast by Mr. Whitman) which has paid off very nicely, and the process of creating terrain is starting to speed up a great deal.

To do this week: work party controls (so you don’t just get anyone doing everything), greener pastures, and hopefully the death of the object framework rewrite. Death in a good way, that is.

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The Barber of Cogville

Every Subject of The Empire appreciates looking good and staying healthy. Enter: The Barber.

Barbers provide the grooming essential to properly express one’s station in society, from the common tousle-haired labourer to the impeccably coiffed lady & waxed-mustached gentlemen of the highest Order. Their duties do not end there, for they are Industrious and Enterprising as every Upstanding Subject aspires to be: barbers also provide the preventative medical care required in the rugged life of frontier colonization. (Bleeding, leeches, bleeding and leeches, you know.)

Shave and a haircut?

Shave and a haircut?

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