All posts tagged with "please don’t sue us"

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.

{ read this article }

Posted in Clockwork Empires | Tagged , , , , , , , ,
3 Comments

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.

{ read this article }

Posted in Clockwork Empires | Tagged , , , , , , , , , , , , , , ,
36 Comments

No Rock Is An Island

(– Unless, of course, it is.)

Let’s talk about rocks. And let’s start with a screenshot from in-engine:

Have a happy little mine. (Note that we're still working on implementing happy little mining accidents.)

It’s a happy little mine. (Note: we’re working on implementing happy little mining accidents.)

I hope we’re all familiar by now with how excited about the mundane I can get, see: loading bays, trees, etc. Rocks are totally mundane. But getting the mundane things just right is super important because it ties everything else together. High-poly fancy fantastic amazing show-off hero models & apocalyptic effects and animations are impressive, sure, but they need to exist within an artistic context that supports the claims they make and gives them meaning which resonates beyond their superficial visuals. Rocks tie the landscape together; The landscape is the stage on which the dramas of Clockwork Empires take place. Together they tie the whole game together.

{ read this article }

Posted in Clockwork Empires | Tagged , , , , , , , , , , , , , ,
21 Comments