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Unboxing Clockwork Empires

Modules! You know them. You love them. You use them to make lots of planks. (Just so we’re all clear, modules are the category of objects that are used by your colonists to do things in buildings: workbenches, beds, ovens, chairs, and even doors.)

Modules have been in a weird place for awhile.

This kitchen is adorable. (From a savegame a player sent in.)

This kitchen is adorable. (From a savegame a player sent in.)

Specifically, modules don’t fit very well into the workshop economy. You can improve your workshops, but it doesn’t have much of an effect on the speed at which you can make new modules – this is governed by an obscure ‘construction’ skill that almost never sees enough use to get leveled.

At the same time, we were facing an issue with certain workshops such as the carpentry workshop; there just isn’t a lot for them to do. Set them to auto-produce planks and forget them, basically.

Lastly, there just weren’t a lot of ways for us, as game designers, to interact with modules. They’re either buildable or not. We want the ability to do things like give players modules that they couldn’t otherwise acquire.

So, what to do?

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