All posts tagged with "clockwork empires"

A Day in the Life of a Programmer

The programming team codenamed our current milestone El Dorado after the mythical city that doesn’t really exist. Most of the stuff that we have been doing towards El Dorado… well, it isn’t ready yet. Also, a lot of it is systems which are transparent to the user (networking, refactoring, serialization, etc.) It’s all important, but it’s not glamorous. We should, however, have a few interesting things to show next week. We (well, mainly Micah) wrote up some of the work that we did on our threading and messaging system, and submitted it to an academic conference; I am pleased to report that HotPAR ’13 (the Usenix Hot Topics in Parallelism conference) decided to accept our paper, which will be presented at some point in June. I should figure out when that is…

So instead of the big Technical Status Update, which we’ll probably do next week, let’s look at a very small slice of life that makes a big difference. A lot of people ask me what it’s like doing game development, as a day-to-day process as opposed to the big picture; this is a good example of what it’s actually like on a given day, what graphics programmer thought processes are like, and so on and so forth. Also, I’ve included the picture of a tortoise next to a pile of ammunition that David refused to last week.

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Designing Combat for Clockwork Empires

Yes, we’ve finally got to that point where we had to put together a comprehensive design for how combat works in Clockwork Empires. So let’s talk a bit about it.

Not an in-engine screenshot.

We’ve all played lots of games and almost all of them are about combat in one way or another so this seems like it should be a fairly straightforward problem to solve. But CE is not like most games; Not at all. Combat is not the central game mechanic and focus for the game, merely one possible component in a much larger system. It can’t be allowed to take over the game and unduly tax a player’s attention, nor should it be irrelevant or some kind of tacked-on side-game as seems to be the pitfall of combat systems for a number of classic city-builder games. In CE, combat should tie in with as many other game systems as possible so that it supports the other mechanics in play and in doing so enriches the overall experience. Simple enough, eh!

With those requirements in mind I tried to sum up CE’s take on combat in a sentence: “Combat should be slow, mostly positional, and have its outcome determined by supply and setup instead of tactical micromanagement.”

The pace shall be deliberately slow so a player can take the time to properly assess the effects of their decisions and have time to adapt their strategy to failures. (And besides a slower pace, the game can be paused outright in the manner of tactical combat in classics like Baldur’s Gate or Darklands.) Outcome determined by supply and setup instead of moment-to-moment Starcraft-style micromanagement means decisions most important to the outcome of combat can be made well ahead of time. This makes it a game of strategy over tactics, and tactics over twitch. To further that point, as is proper in a city-builder game, thoughtful positioning is everything: just as it’s important where the mines are built in relation to the middle class housing and the metalworks, just so it is important to be mindful of the placement of your defensive wall, the artillery squad, and Steam Knight patrols. Rather than a reflex AWP shot, think of it more like gardening, albeit bristling with barbed wire and Redcoats.

The Chain of Command & Command Disposition

Mjr. General Ogden Cogsbold’s timid manner is reflected in the behaviour of the entire regional military.

Clockwork Empires is a game about characters, not just the cold mechanics of supply chains and industry. Therefore the character of your soldiers must be essential to the outcome of combat. In the post about overseers and work crews it was implied that the character of an overseer is reflected in the performance of the work crew they lead. It’s just the same for military squads with NCO and officer leadership of military squads having an even greater effect which we call “Command Disposition”. And I daresay, the hierarchical theme of top-down leadership fits nicely into 19th century military doctrine.

Now, the Command Disposition — in addition to how a squad is manned — can act a bit like scripting orders for squads like some kind of really lightweight version of Dominions 3 tactical combat. Assign a bookish and stubborn NCO to a squad and they’ll tend to be defensive and stick to their trenches. Assign an aggressive, violently-inclined NCO to the same squad and they become more likely to order a bayonet charge against the enemy. There’s a bit more to it than that of course; equipment has an effect, so Steam Armour equipped squads will be used for the role of assaulting defenses and artillery equipped squads will stay back and merrily bombard the enemy.

(I will also admit here that the random leader personality trait generation of Paradox‘s Victoria as well as Hearts of Iron III’s command structure system have had a good bit of effect on my thinking.)

It is worth stating of course that the personalities and interactions of characters is a whole system unto itself which has effects that are felt in combat which is a subject which deserves a post of its own.

Managing Defeat

For many combat games, once the sequential play-through has its reloads trimmed off, the timeline looks like a straight line of victory after victory after victory. The player has power over some kind of quantum multiverse which allows them to select the timeline in which they won every battle. In contrast, we want players of Clockwork Empires to be able to fail, but we want it to be a rewarding experience to fail. As we keep saying in interviews, “Things going spectacularly wrong makes a great story.” Remember the Alamo, the Charge of the Light Brigade, the Battle of Isandlwana, and Dredmor’s planned release date!

Defeat should be a bloody good story. A player who keeps a stiff upper lip and endures defeat should be rewarded with narrative richness. And that said, we game designers should be nice enough not to punish them by making their entire game collapse because a squad of soldiers had a bad day. So we must soften defeat from the traditional red mist and bone chips model that’s had such a strong tradition in games.

So: Combat won’t be a meat-grinder. The Starcraft-style RTS has its soldiers eagerly fighting to the death – and always to the death. In CE an individual character’s willingness to fight affects whether they will actually stick around to fight. Sometimes a coward is a coward, but a player can stack the odds in their favour by choosing the right military leadership, setting their squads in good defensive positions, keeping troops well supplied, and doing everything else they can to keep moods positive.

field_fortifications_sketch

Concepts for field fortifications based on American Civil War era gabions which I spelled “galbion” and know is incorrect so no one has to correct my spelling now, thanks.

It must be said that with all the character-driven action in mind, there’s very much a balance to be struck between characters’ willingness to follow orders and the player being able to actually play the game in any meaningful sense. This goes for civilians as well because if your lumberjacks are more interested in dancing jigs and drinking gin than ever getting to work, this game is going to get really frustrating.

Pictured: Steam Knight pulling on invisible rope.

Back to the subject of defeat: Even victory can be made expensive to slow down runaway success. Combat actions wear down characters’ stamina, and suppressing fire saps willingness to act – perhaps in the manner of Jagged Alliance 2 in which suppressing fire would actually reduce action points. When in a tight spot, buy some time with ammunition! (Though supplies are limited and must be properly restocked.) Further, the best combat positions are of course immobile defensive works in the grand tradition of something between the American Civil War and World War 1. Anything strong enough to punch through those static defenses, be it artillery batteries or Steam Knights, requires a solid supply of fuel and munitions which in turn requires careful use of terrain, guarded flanks, and measured advances. (By the way, these logistical themes are explored elegantly in Unity of Command. Hi Tomislav!)

various_weapons

Not pictured: the Lightning Gun.

Right! Well, there’s more to it than all that: equipment, types of soldiers, the exact personality traits which affect combat, types of units via squad equipment attachments, the role of armour and artillery and static defenses, psychological effects of combat, and of course how the heck the UI for all of this is going to work. It’s all very early in the design process and what we’ve got here is largely a statement of goals & high-level plans for how to meet those goals using the other systems in the game as a framework. The details are very much subject to iteration as the game hits testing so there’s not much use in getting into the gritty specifics. But in all I hope this has given you an idea about where we’re planning to go with combat in Clockwork Empires.

Q. What, no cavalry? A. Not on horses, no. The Gaslamp Way does not involve doing anything so mundane. Plus it’s actually really hard to animate horse cavalry properly in limited space. The Mount & Blade or perhaps Total War series are about the closest you’re likely to get at this point. That said, keep in mind: Nothing So Mundane As That.

Q. Are there tanks? A. Of course, because what else would Steam Knights keep their high-pressure steam in? (Surely you’re not referring to those burdensome Stahlmarkian Landkreuzers?)

Q. Can you fight your friends in multiplayer? A. Naturally, and didn’t we cover this already? Every Gaslamp Games Press Release is Totally Serious About Everything.

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New Methods For Extracting Surplus Value From The Labouring Classes

Salutations scientific Colleagues & curious Dabblers!

Welcome to another edition of The Gaslamp Games Games Development Weekly Heliograph Circulation. Today we discuss the manner in which the Middle Class is employed to oversee the labours of the Labouring Class by means of organization through the newest methods of Scientific Management.

We shall demonstrate this week’s study in the field. First, a sampling of tools has been laid in careful rows on the ground. Each tool is associated with certain Jobs, as documented by our associates of the Royal Society of The Clockwork Empire for Improving Natural Knowledge, Misters Vining & Whitman (which you may recall have recently described various phenomena including studies on Plebeian Collision Avoidance In The Common Mob & an investigation into so-called “Animal Jobs”).

So, proceeding: tools at-hand, the Colonial Bureaucrat must initiate action by stamping a properly filled work order which designates a site on the landscape. This task can range from “Chop Trees” to “Flatten Land” to “Find Nature” (wherever it’s hiding). This order is then directed to a work party overseer (who is implicitly of the Middle Class and therefore of correct Station to command a group of Lower Class labourers). The work party overseer’s squad collects tools fit to their assigned task while the overseer heads directly to the work site.

In the heliotype below we see a work crew gathering axes for their “Chop Trees” task:

getting_axes

A feller needs a chopper that’ll hack it. (Meanwhile, the only tool the Overseer needs is Management Skills.)

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A Troubling Account of Doubles in Certain Regions of Colonial Antipodia

“Adventurers, Seekers of Fortune, Desperate Paupers, Stout & Industrious Working Folks”

Emigrate to Inviting and Delightful shores of Pristine WEST ANTIPODIA untouched by Civilization & Cog-fearing subjects; Vast PROPERTIES await Discovery Taming and Exploitation by Enterprising & Energetic Persons of Business & Family yearning for Open Land and the famed Vigors provided by the Savage Airs of

COLONIAL ANTIPODIA.

Dear reader, do forgive this writer’s indulgence in excited quotations, but our bored copy-clerk producing grist for his Pewterbolt & Daughter Automated Typesetter must in turn be forgiven his Penchant For Flights of Imaginative Fancy, for he knows only a small gray desk in a small brick office in one of the more homely quarters of The Capitol. Yet this clerk dreams of a transformative life on the wild Open Frontier; Why, in such a life a humble office clerk might remake himself in the crucible of the Sublime! It is among the higher callings heard by those who go to the Colonies.

This is not his story, however, for it may be presumed that he remained a humble copy-clerk for many years.

automated typesetter

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April Technical Status Update

It’s April! There is a Technical Status Update. You know the drill.

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PC Gamer Interview

The good folks of PC Gamer have posted a very long interview with us, filmed while we were at GDC a few weeks ago.

You will note at the end that we give a new, intended approximate release date. We’ve decided to push our intended release date for CE back a bit, from “late this year” to “early next year”, around February/March 2014. Simply put, this is a large game and we need more time to do a good job of it and make it fun. (Also, we don’t want to compete with a bunch of console launch dates.) We hope you guys understand, and we promise the game will be better as a result.

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A Little Something For The Pipe Fanciers Out There

From just about the beginning we’ve been into the idea that Clockwork Empires should involve running giant assemblies of pipes and cog-laden axles across settlements to transmit energy and water and completely harmless high-pressure superheated steam between various machines and factories. The basis for this came early: if we’re to embrace the aesthetic we desire we need to fully embrace the visuals of mechanization, of machines and factories and the wonders of technology of this Age of Progress & so forth. If we hide the machines inside the factories then you won’t be able to see any of the Fun gears and pipes. So, the breakthrough: put the machines, the pipes, the gears on the outside of the factory.

For the sake of simplicity we’ve rolled pipes, axles, and anything else that falls into this category of things-that-connect-to-machines into a category we call “dynamics lines” (whereas “dynamics” are water, mechanical force, steam, voltaic energies, nourishing goo, etc).

Very, very old concept art playing around with the idea of exposed pipes & axles.

This has not been without controversy in the Gaslamp Games Design Discussion And Knife Fighting Arena because this is both intrinsically insane and poses some really difficult problems with being able to clearly express what is actually going on in the game.

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Of Beginnings & Landing Craft

There’s a very particular feeling that you get at the beginning of a good game. It’s taking the first step into a unexplored world, secrets hidden by fog-of-war, operating on rules you have not yet learned, filled with dangers you’ll only know how to overcome after they’ve beaten you the first time around.

“Strike the Earth!”

It’s very important to get the beginning of a good story right, and with our goal in Clockwork Empires being to have the player create stories through the gameplay, well. It’s an obvious point of importance (to say nothing of game design in general requiring a strong ‘hook’ – it’s just good design). Getting this right is going to be iterative by necessity so I’m not going to indulge in discussing our pile of speculation on approaching the problem just yet. It’s wrapped in some dreadfully unfinished UI anyway. So, rather, I want to talk about a personal approach to a very particular detail that I’m trying to slip into the game.

(Shh; Don’t let the other guys know about this. Daniel might insist on putting lutefisk into the bloody game again, and don’t get me started on Nicholas’ creepy poet obsession.)

“Moving out!”

To me, personally, getting the beginning right is a bit about capturing what I felt back when I was playing games as a kid with no knowledge of how they were made. Certainly my memory is flavored by a heavy helping of nostalgia but the experience was, I think, something very much more than the sum of its parts because the processes behind the game were completely magical to me. Before I knew how scripting worked, how computer graphics were made, how to program a UI, I could reasonably expect anything to happen after that first step into the game-world.

Though we may not manage quite that, the simulation-centered gameplay of Clockwork Empires is going to be a damn good attempt at enabling players to feel something like that when they make landfall at behest of the Queen onto an unknown and Perfectly Safe shore.

(Especially with the Fun we’ve been cooking up in the art room during the last couple weeks. Examples of key phrases: “stretchy tentacle rigs”, “like a malevolent blob of phlegm”, “head should come off about half the time”, “the glow needs to be more unnatural”, “figured out how to make it fold into itself”, and so on. )

As for my own little indulgence, it’s this:

(From a standpoint of technique I’ll only say that it bugs the hell out of me that I did the correct perspective on the paddlewheel while somehow botching the giant drive-cog by doing the exact wrong thing. So, it’s wonky; let’s all agree that the matter is settled and that there was a gross error in Mr. Ambrose Dorian Chainsly’s — not to be confused with the Lower Bilgestreams Chainsleys with their indecorous ‘e’ — patented process as detailed in “A New And Curious Method Of Arrangement Pertaining To Gearspring’s Cog Manufacturing Autodynamo”. We shall send a strongly worded to Mr. Chainsly immediately, but for now you’ll have to make due with these landing craft, self-annihilating  drive-wheel vibrations be damned!)

It’s surprising what you can find stewing in your head for eighteen years.

(Also: not a half-bad punchline to the old “An Overseer, a Selenian Polyp, and The Cog Pope walk into a pub … “)

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