Bay 12 Games Forum

Other Projects => Other Games => Topic started by: Darkmere on August 27, 2012, 12:55:08 pm

Title: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on August 27, 2012, 12:55:08 pm
** Important Notes for potential Earliest Access Adopters **

This is a VERY unfinished version right now, with lots of things disabled. If you are uncomfortable with such a early feature-incomplete version, the best option is to hold off for a while until more things are added in. If you are still undeterred:

I've done a quick n dirty write-up of the basics in this post. (http://www.bay12forums.com/smf/index.php?topic=115478.msg5487666#msg5487666) It will be updated/appended if Fun Things are brought to my attention. Good luck!

** End Notes Here **

Step right up, citizens! Prepare for the Opportunity of a Lifetime*! Her Majesty's Colonial Resettlement Program wants YOU to spread Word of the Glorious Cog to the Far-Reaching Savagery of Foreign Lands. Become a Governor! Menace and/or be menaced by Fish-People! Tremble in Awe at the Fearsome Might of Her Majesty's Steam Knight Regiments! Explore Wondrous Geometries and tame Fearsome Wildlife! Register at once at the nearest Office for the Shuffling of Unmentionables!

*Her Majesty's Colonial Resettlement Program makes no guarantees as to the length of said lifetime. Her Majesty's Colonial Resettlement Program is not responsible for any Grievous Harm to Body or Sanity incurred in the Savage Wildlands. No Refunds available. Colonial Contract is binding under Penalty of Death.

What's this all about, then?
Clockwork Empires is a colony builder in the vein of Gnomoria, Goblin Fortress, and some project I've heard of called Dwarf Fortress. It's brought to you by the fine folks over at Gaslamp Games, purveyors of Dungeons of Dredmor.

The game features a steampunk pastiche of the colonial era with a large smattering of eldritch geometries, elder gods, madness, and cabbages. You take on the role of Colonial Governor to balance the needs of your people with the good of the empire. Sounds like a jolly good time, eh, wot?

And this Earliest Access Chicanery? Do tell!
Right, the game's now offering Earliest Access, which is EVEN EARLIER than Early Access. What does that mean for the savvy consumer?
Well, there's a detailed development roadmap available here (http://clockworkempires.com/development.html) for your perusal.
An Earliest Access explanation blog is available here. (https://www.gaslampgames.com/2014/07/16/clockwork-empires-earliest-access/)
If that was convincing enough for you, the order page is available here (http://clockworkempires.com/), along with a trailer that will most certainly not damage your sanity. At all.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 27, 2012, 01:01:56 pm
Yes yes yes yes yes steam punk colony game Fuck yes!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Digital Hellhound on August 27, 2012, 01:04:41 pm
Preview on PC Gamer (http://www.pcgamer.com/previews/clockwork-empires-a-preview-of-gaslamp-games-lovecraft-laden-steampunk-city-builder/). They cite DF as their main influence, pretty much.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 27, 2012, 01:06:21 pm
They definitely know their target audience.  Bay 12 is their entire target audience, it seems.  And they nailed it.

Also:
Quote
No always-online DRM requirement, unlike certain other games we don’t want to mention. You know who you are and your mothers are very disappointed.
All my money.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 27, 2012, 01:08:33 pm
I'm likeing this game so much more with every word, I just hope that we can push our scientists to go and summon demons and create horrific steam cyborg demon monster things and generally go crazy
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Errol on August 27, 2012, 01:08:49 pm
Considering the boatload of DF references in DoD, I am not particularily surprised.
I am also readying my Fry image macros...

Quote
Multi-player mode, with up to 4 players, lets you co-operate with your closest friends to build a glorious city… or fight a horrifying economic battle to total annihilation!

YES YES YES YES YES
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on August 27, 2012, 01:09:15 pm
As a big fan of victorian-style steampunk, mad sciences and totally out-there ideas; I like it very much indeed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 27, 2012, 01:15:12 pm
I hope there will be a beta.

Also a bit more this idea seems brilliant even more so when playing multiplayer games!
Failure will also leave its marks on the game world, even when you wipe a colony completely. This originates from a small element of persistency: when you generate a game world, you’ll play several successive campaigns on that map. Traces of your defeat might seep into the next colony. ““Individual play sessions should create events or factoids that carry on into the fiction of the campaign,”
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 27, 2012, 01:17:55 pm
This looks entirely like a B12 member found some coding skills and say "to hell with procedure, I know what would be really cool!"  It's as if you took all the bits of "this game would be 100x better if it had..." and they actually did it.

Although, now we just have to see if it'll happen.  It looks legit, and heaven knows Dredmore made them enough money to fund the project.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Anvilfolk on August 27, 2012, 01:20:39 pm
I am cautiously optimistic about this one... I love steampunk, and I like colony building games, and well, duh, dwarf fortress. Their PC gamer article says they kinda wanna do DF for everybody.

I didn't like how they oversimplified roguelikes in Dungeons of Dredmore, but that's clearly my problem since the game gets tons of love. Hopefully this one is going to be moar interesting for me too! :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lemon10 on August 27, 2012, 01:25:16 pm
I am cautiously optimistic about this one... I love steampunk, and I like colony building games, and well, duh, dwarf fortress. Their PC gamer article says they kinda wanna do DF for everybody.

I didn't like how they oversimplified roguelikes in Dungeons of Dredmore, but that's clearly my problem since the game gets tons of love. Hopefully this one is going to be moar interesting for me too! :)
How simplified DoD bothered me a bit too (as someone who likes rougelikes and a masochist (since how else could you actually play rougelikes), but this sounds totally awesome, I hope they pull it off well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 27, 2012, 01:25:34 pm
It sounds as if this new game can't be simplified.  Dredmore could, but this is almost assuredly a complex and in-depth game.  It would be extremely difficult to include all those features and still make it point and click gameplay.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on August 27, 2012, 01:30:00 pm
I am... interested.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on August 27, 2012, 01:32:46 pm
Tentative squee. I'm not much of a city builder person, really, but the rest of it, well...

Steamband was one of the few *band variants I could stand. Steampunk seems to be able to make most things more interesting. Adding some cthulhunoid wigglymolestation into it just seals things.

They've got the hook, now to wait until they're done and out with at least a demo or something to see if they can reel something in.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Darkling Wolf on August 27, 2012, 01:36:26 pm
Posting to watch.
Because moar steampunk.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 27, 2012, 01:40:11 pm
I see great potential in this. Hopefully they'll live up to it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Silfurdreki on August 27, 2012, 01:40:32 pm
I do love me a good citybuilder! And from Gaslamp! With steampunk!

All of my want!

Also:
Quote from: PCGamer
at least one foodstuff that doubles as a building material.
:o :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on August 27, 2012, 01:44:39 pm
Loved what Gaslamp did for the Roguelike genre. Very excited to see what they do for colony builders.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Eek-A-Mouse on August 27, 2012, 01:51:01 pm
Awwwhhh yeah.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 27, 2012, 02:03:00 pm
Gaslamp, Steampunk, SCIENCE, and Megaprojects is a bolded word.

Project Odin is best project. :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on August 27, 2012, 02:05:04 pm
Project big-ass monument to my life and time as ruler is best project.  ~ Random Pharaoh
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Techhead on August 27, 2012, 02:11:10 pm
Steampunk + Colony Builder + Losing is Fun.

shutupandtakemymoney.png
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: hemmingjay on August 27, 2012, 02:27:05 pm
I've spent the better part of an hour stuffing coins into my drives but I still can't seem to play it. It does make pretty sparks though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Myroc on August 27, 2012, 02:33:43 pm
Give me a demo before I explode. I will gladly throw all the money at them if I could play this game at this very moment.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: RedKing on August 27, 2012, 02:35:54 pm

Spoiler: Reaction. (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on August 27, 2012, 02:47:37 pm
Looks pretty sweet!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: BigD145 on August 27, 2012, 02:51:24 pm
Also:
Quote
No always-online DRM requirement, unlike certain other games we don’t want to mention. You know who you are and your mothers are very disappointed.
All my money.

They never had mothers. They've always been pod people. I will spend money to rid the world of pod people.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Anvilfolk on August 27, 2012, 02:54:26 pm
So I remember "megaprojects" from the old citybuilders, and it was essentially just a resource hog that took forever to build. For a super mega project it never really struck me as being that awesome. I'm wondering if they can make this different... such as instead of it simply being a monument, it could be a gigantic factory of awesome. Or maybe it'll just be the usual resource hog with pretty graphics.

I'm a cynic :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on August 27, 2012, 02:56:03 pm
For a super mega project it never really struck me as being that awesome. I'm wondering if they can make this different... such as instead of it simply being a monument, it could be a gigantic factory of awesome.

Maybe a giant steampunk robot of doom that has 5% chance of randomly rampaging in your city?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 27, 2012, 02:56:22 pm
Just in case anyone missed it:
Spoiler (click to show/hide)
By Order of The Commission  For The Shuffling of Undesirables
--
Attach Enormous Gears to Terrifying Machines

@Anvilfolk - everything they've hinted at so far has been to functional effect.  Chances are, the "megaproject" will be meta-style and virtually identical to DF megaprojects.  After all, these people have taken a lot of inspiration from DF, I don't expect them to cut corners.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: micelus on August 27, 2012, 03:04:18 pm
Quote
New “procedural extrusion” technology lets you design your colony the way you want! Buildings are procedurally generated and extruded directly from the aether to your specifications!

:D

Resisting fry macro spam.

Quote from: PCgamer article
Nicholas (Vining, Technical Director) has an inherent hatred of poets, and this is coming out in our game."

Finally, someone who shares my hatred and is willing to show it like hell!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lemon10 on August 27, 2012, 03:06:49 pm
So I remember "megaprojects" from the old citybuilders, and it was essentially just a resource hog that took forever to build. For a super mega project it never really struck me as being that awesome. I'm wondering if they can make this different... such as instead of it simply being a monument, it could be a gigantic factory of awesome. Or maybe it'll just be the usual resource hog with pretty graphics.

I'm a cynic :(
Quote from: PC gamer article
I haven’t touched on Clockwork’s volatile inversion of Civ-style Wonders: “inherently dangerous” Megaprojects.
So it looks like megaprojects will be functional which is good.
Not so good:
Quote from: PC gamer article
All of this focus on intricate, narrative-driven sandbox city-building wouldn’t mean much if Gaslamp wasn’t putting emphasis on playability, which it mercifully is. They have some direct experience in this—Dredmor managed to domesticate the roguelike—a famously cryptic, literally-hard-to-decrypt style of game—with smart, flexible interface, cozy controls, and reference-laden tooltips. It was a cinch to play, but it retained the hardness and spirit of its ancestor game. Gaslamp wants to achieve this again with Clockwork. ‘We’re trying very hard not to outwardly or ostensibly label it as ‘Dwarf Fortress For Everybody.’ But that’s sort of our goal at heart, to try and take that experience and make it accessible,” says Jacobsen. “Two of the reasons why Dwarf Fortress isn’t for everyone right now are the graphics and the user interface. So we’re doing things that will allow us to try to get a lot of the functionality through while making it easy enough for people to pick it up.”
Yuck, I really hope they don't dumb it down too much (which is my only real fear about this game).
DoD was fun once or twice, but after that it was really too simplistic and even boring (especially with the slow animation speeds).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Drakale on August 27, 2012, 03:24:03 pm
Very promising. Not enough developer start with an interesting concept and then build the game from there, most just take a genre like RTS or RPG work on some mechanics and then strap on a back story to justify said mechanics. Still early to say if they got it right, but it certainly seem they are on the right track.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: postal83 on August 27, 2012, 03:24:49 pm
Eagerly looking forward to this!  As a roguelike lover, I thought what they did with DoD was brilliant and added a nice humorous but functional side to traditional roguelikes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 27, 2012, 03:34:03 pm
I wants it now...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Catastrophic lolcats on August 27, 2012, 03:37:43 pm
Honestly have nothing to say here. It's like Gamer Jesus descended from heaven and presented a party bus to take us to the promised land, it also menaces with spikes of awesome.

I'll be watching this one eagerly.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sonlirain on August 27, 2012, 04:14:15 pm
Well... this looks promising.
They pretty much nailed it right down to the useless migrants.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 27, 2012, 04:37:35 pm
Honestly have nothing to say here. It's like Gamer Jesus descended from heaven and presented a party bus to take us to the promised land, it also menaces with spikes of awesome.

I'll be watching this one eagerly.

I seriously doubt it'll be that good. But I'm still hoping it'll be a great game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Kamin on August 27, 2012, 04:59:43 pm
Lovecraft, civ-building, and a persistent world? Count me the hell in.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Professor Zephyr on August 27, 2012, 06:34:42 pm
It sounds very impressive, and I like the art style in the screenshots. My only real question at the moment is how their building system is going to work in practice. I do love me some flexibility and uniqueness in my buildings, but at the same time I do not want to design every building from scratch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 27, 2012, 06:44:19 pm
It sounds very impressive, and I like the art style in the screenshots. My only real question at the moment is how their building system is going to work in practice. I do love me some flexibility and uniqueness in my buildings, but at the same time I do not want to design every building from scratch.

Yeah, being able to save building designs would be nice. I might want all my houses to look the same! Or maybe I want 3 different types, with maybe slight deviations between specific houses.

A template system would work pretty well for this. Get a house created and save it, then when you place a house you can load the template and either use it as-is or tweak it a bit before placing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 27, 2012, 07:55:19 pm
They've already threatened to make it user-friendly.  I highly doubt that you'll have to do each individual building.  Unless the "building" is more like a "district" and you have one supermassive apartment block for the entire city, in which case doing it individual would be fine.

Something tells me the AI will be designing buildings if you let it, though.  Like if you give it a free plot and a building type, then it will throw together something rational and low-efficiency.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GaxkangtheUnbound on August 27, 2012, 08:12:14 pm
Quote from: from PC Gamer Article
It’ll be moddable.
Quote from: Gaslamp Press Release
Comes complete with the Gaslamp Games Quality of Excellence that you know and love, and if you don’t like something you can mod it yourself in the best tradition of Empire Craftsmanship!
My money. Take all of it.
EDIT:Had to get a new screen because I threw a piggybank at the old one. Apparently monitors aren't portals.
Oh well, the screen was about to break anyway.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sensei on August 27, 2012, 09:06:38 pm
Quote
Losing is still fun! When your colony fails miserably, earn medals, promotions, and titles as befits a true politician and scion of the Empire!
Multi-player mode, with up to 4 players, lets you co-operate with your closest friends to build a glorious city… or fight a horrifying economic battle to total annihilation!
Round-Robin mode lets you share your Clockwork Empires with friends! Take turns running a colony directly into the ground then argue for fun-filled hours about whose fault it was! (Like Monopoly but with more exploding Zeppelins!)
Basically a DF player's wishlist, it seems. I haven't played DoD but color me interested.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Orb on August 27, 2012, 11:41:29 pm
This just put 2012 on the top of my list of best years for gaming.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on August 27, 2012, 11:49:22 pm
This just put 2012 on the top of my list of best years for gaming.
I heard it is coming out in 2013. Late 2013. Fully a unsubstantiated rumor of course. But Sounds about right.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 28, 2012, 12:01:30 am
Seems like they're trying to play meme bingo here.  All it needs now is zombies.

Also, I dislike the fact that making commercial DF clones is starting to become a trend. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on August 28, 2012, 12:35:37 am
I have only just heard of this game and I NEED it in my life.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 28, 2012, 01:09:00 am
Eh, I might actually give it a try despite the unappealing setting.  Sounds like it actually has some interesting stuff going on underneath the hood:

Quote
The other exciting thing that we are doing is trying to solve the problem of getting bogged down in simulation, which Dwarf Fortress has a big problem with. Anybody who's ever opened Hell knows about this. The solution is to make the simuation layer span multiple cores efficiently, but this is easier said than done. To deal with this, we teamed up with the CASCADE research group at Simon Fraser University. Micah J. Best has joined us as a systems programmer, been working with us under the auspices of a MITACS Industrial Grant, and he and I have been building a very sophisticated message-passing and scheduling system. As a bonus, we get multiplayer, which would otherwise be impossible to try and send over a network. So we're being clever here.

Leading nicely into minimum spec requirements... This is the main reason why we are heavily pushing for quad-core as a minimum spec machine. Other than that, you'll need a DirectX 9-capable graphics card. (We use OpenGL, but it's a good baseline.) You'll get the best performance and visual effects if you have a newer graphics card, something that can support OpenCL or the OpenGL compute shaders that were just announced at SIGGRAPH 2012. You will also want a good chunk of RAM.


Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Wolf Tengu on August 28, 2012, 03:50:02 am
This looks interesting, I didn't check when it would be/was out though.

Gaslamp are cool.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shades on August 28, 2012, 04:23:27 am
Looks like it could be interesting. I enjoyed DoD and do like the steampunk concept so I'm hopeful.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Catastrophic lolcats on August 28, 2012, 04:30:11 am
Seems like they're trying to play meme bingo here.  All it needs now is zombies.

Also, I dislike the fact that making commercial DF clones is starting to become a trend.

So Gaslamp Studio is making a procedural fantasy world generator that simulates weather, battles and every-day life of thousand of virtual people? Awesome!
Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: burningpet on August 28, 2012, 05:30:44 am
Seems like they're trying to play meme bingo here.  All it needs now is zombies.

Also, I dislike the fact that making commercial DF clones is starting to become a trend.

So Gaslamp Studio is making a procedural fantasy world generator that simulates weather, battles and every-day life of thousand of virtual people? Awesome!
Spoiler (click to show/hide)

I agree. also, donation to toady havent slowed up in comparison to last year because towns or gnomoria, if anything, they were raised a little. i think that the same effect will happen to Bay12 donations rate after Game of Dwarves release and even after that new one. this genre is very unpopular in comparison to other genres and games like towns/gnomoria/GoD only bring new and fresh blood. some of those newcomers will want something deeper and that's what DF is for.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Ultimuh on August 28, 2012, 05:39:19 am
This certainly has gained my interest.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on August 28, 2012, 05:47:54 am
I would like to play this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Wolf Tengu on August 28, 2012, 07:27:43 am
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Multiplayer! Multiplayer! Multiplayer! Multiplayer! Multiplayer!

I....egh....urk...YES!

Seriously though, I am devoid of both Steampunk, Citybuilders and good multiplayer.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 08:20:47 am
From Something Awful

Quote
You specify a blueprint on the ground. You tag each wall with a "profile", which designates the building material and the profile of the roof. We then automatically extrude the building based on this. End result: you choose what the building looks like. (Then you stick decorations and gameplay elements on it, hook it to the Steam Pipes, etc.)

http://www.youtube.com/watch?v=vhX79At0vng  <-- this is not our system, but this is somebody else's implementation of the same algorithm we use. Ours does texturing, which his does not. So, yeah. Basically, if you want all your buildings to be octagonal Gothic Cathedrals, we'll accomodate you. If you just want to plunk down square megaliths, we got you covered. Want all your urchins to live in large, faux-Japanese pagodas? Got you covered. It's *very* cool stuff, and I'm really excited to be using it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Thief^ on August 28, 2012, 09:59:06 am
Gblurgl.

WANT!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 28, 2012, 10:42:16 am
From Something Awful

Quote
You specify a blueprint on the ground. You tag each wall with a "profile", which designates the building material and the profile of the roof. We then automatically extrude the building based on this. End result: you choose what the building looks like. (Then you stick decorations and gameplay elements on it, hook it to the Steam Pipes, etc.)

http://www.youtube.com/watch?v=vhX79At0vng  <-- this is not our system, but this is somebody else's implementation of the same algorithm we use. Ours does texturing, which his does not. So, yeah. Basically, if you want all your buildings to be octagonal Gothic Cathedrals, we'll accomodate you. If you just want to plunk down square megaliths, we got you covered. Want all your urchins to live in large, faux-Japanese pagodas? Got you covered. It's *very* cool stuff, and I'm really excited to be using it.
Something tells me the AI will be designing buildings if you let it, though.  Like if you give it a free plot and a building type, then it will throw together something rational and low-efficiency.
I sorta called it.  "Let the computer handle the details" is the building style.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: quinnr on August 28, 2012, 11:10:27 am
I'm also watching this. Steampunk is always a fun genre, and Dreadmor was a whole lot of fun (I mean, not as good as Nethack, but still an awesome Roguelike!)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 12:50:45 pm
pc gamer interview is up, been waiting all day for this

http://www.pcgamer.com/2012/08/28/interview-gaslamp-games-mad-incredible-vision-for-clockwork-empires/

wow 5 pages...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 12:56:18 pm
About bloody time, my F5 key was starting to get worn out :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 12:59:49 pm
About bloody time, my F5 key was starting to get worn out :D

same haha,

although im a little upset, i want to turn my colony into a cult who are trying to SUMMON THE GREAT LORD CTHULHU AND OTHER ELDER THINGS, i hope we can have that but the interview suggests that we wont get to play as the insane cultists :(

Blessed are the many revolutions of the Holy Cog, for it keeps the clockwork of the indefatigable movement of the celestial heavens in motion
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on August 28, 2012, 01:03:51 pm
I got to say, this really does sound amazing.  Its nice to see that DF was such a big influence on this game.  :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 01:04:47 pm
also seems like our people in our colony will not have hit points but working body's like in DF

"No, I totally get that distinction. Not everything is represented as some status effect. It’s qualitative more than quantitative, and it has some behavior associated with it.

DJ: Yes. A soldier has lost an arm, so he can’t use a two-handed weapon.

NV: Attention to detail in video games is something that we’re very fond of. "

and they will have personalitys

What form are those phobias or likes or dislikes going to take?

DJ: One of the new, more prevalent ways of generating AI in an interesting way is a goal-based AI. And a happiness-based AI. All of our people will have the belief that they want to be happy, and that in order to be happy they have to do certain things. Through interactions with any object… If for whatever reason we decide, based on a number of factors, that that interaction is really important… If the character is highly traumatized by… Maybe they got seriously wounded by something. Or maybe their mate, their husband or wife, just died. Or maybe they just got married or something. Maybe something really good happened to them. Then they have the possibility of reaching out and creating an association with something that is involved in that interaction. A particular place… Maybe the soldier’s gun, maybe he develops a really close attachment to it.

NV: ”My lucky gun!”

DJ: Yeah! Or maybe by getting married in a certain place, somebody becomes deathly afraid of that place for the rest of their lives. These things have an ability to just create really strange ways that the AIs can interact, or the citizens can interact, with the environment. They’ll do things and you’ll think, “Wait, why did he just avoid that building? I thought he really liked that one.”

DB: It could be something as simple as a favorite food.

also other sentient creatures on map!

NV: We don’t use wires. We use giant Tesla coils to move the electricity.

gah want this game soooo much and now >,<
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on August 28, 2012, 01:22:17 pm
I can hardly find a single thing here to criticize yet, so for now I'm in the "shutuptakemoney.jpg" crowd.
:D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on August 28, 2012, 01:24:46 pm
WANT. That is one of the best press releases for a game I've yet seen.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 01:28:35 pm
I can hardly find a single thing here to criticize yet, so for now I'm in the "shutuptakemoney.jpg" crowd.
:D

No.  They should keep talking and take my money.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 28, 2012, 01:33:17 pm
Making a settlement and supplying your people with needs is not unique to Dwarf Fortress. The scope of Dwarf Fortress is much more vast than that and to call something that borrows from the "build a colony" genre and calling it a DF clone is ignorance that shows both a misunderstanding of game mechanics and Dwarf Fortress as a whole.

They're not making a game inspired by the colony building genre, they're making a game inspired by Dwarf Fortress.  Maybe it won't be as shameless of a copy of DF as Gnomoria is, but clearly companies are starting to look for ways to monetize the DF phenomenon.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: darkrider2 on August 28, 2012, 01:36:01 pm
Making a settlement and supplying your people with needs is not unique to Dwarf Fortress. The scope of Dwarf Fortress is much more vast than that and to call something that borrows from the "build a colony" genre and calling it a DF clone is ignorance that shows both a misunderstanding of game mechanics and Dwarf Fortress as a whole.

They're not making a game inspired by the colony building genre, they're making a game inspired by Dwarf Fortress.  Maybe it won't be as shameless of a copy of DF as Gnomoria is, but it's clearly companies are starting to look for ways to monetize the DF phenomenon.

bahahahahahaha what.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: quinnr on August 28, 2012, 01:50:05 pm
uhhh...

sorry, but B12 isn't that large a target audience.

That's not their only target audience, I'm sure, but it definitely will intrigue a lot of the people here. It will also interest steampunk fans, and probably a bunch of other people too. They do already have quite a large following from Dreadmor.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 28, 2012, 01:56:55 pm
uhhh...

sorry, but B12 isn't that large a target audience.

The roguelike community is pretty small too but Gaslamp managed to build a company based on the success of Dredmor.

There can be money in something without it being Skyrim or Gears of War level money.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Bluerobin on August 28, 2012, 02:07:11 pm
Quote
Radiation Spa (http://www.pcgamer.com/2012/08/28/interview-gaslamp-games-mad-incredible-vision-for-clockwork-empires/2/)

what?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on August 28, 2012, 02:10:10 pm
Quote
Radiation Spa (http://www.pcgamer.com/2012/08/28/interview-gaslamp-games-mad-incredible-vision-for-clockwork-empires/2/)

what?
This actually existed, or was at least tested. Using radiation sources like radon you could cure a number of skin diseases.*

*No Guarantee is made that the rest of your skin will survive
** We're not responsible for any radiation related diseases.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on August 28, 2012, 02:17:50 pm
uhhh...

sorry, but B12 isn't that large a target audience.

The roguelike community is pretty small too but Gaslamp managed to build a company based on the success of Dredmor.

There can be money in something without it being Skyrim or Gears of War level money.
... small in a more relative than absolute sense, really. T4 alone's been keeping a steady couple hundred people playing just about 'round the clock, and that's just folks that can/bother set(ting) up an online profile. Crawl and nethack tourneys have been getting fairly consistent 100+ attendance. Obviously some overlap with players doing all of the above, but still. The roguelike audience is definitely in the "comfortably (tens of?) thousands" zone, which is a pretty solid financial base, if you can entice them. It's just not in the millions :P

City building stuff has a similar -- probably slightly larger, I'd guess -- core base. If th'game comes out alright, I doubt they'll have much trouble making a profit. Only major-ish issue I can see is the quad-core et al bits -- from what I've noticed a good chunk of their target audience tends toward older or weaker machines, which might lose them a bit of sales.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on August 28, 2012, 02:24:13 pm
OY! GASLAMP PEOPLE! COME OUT OF LURKING! WE KNOW YOU'RE THERE, YOU REFERENCED US!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 02:25:55 pm
OY! GASLAMP PEOPLE! COME OUT OF LURKING! WE KNOW YOU'RE THERE, YOU REFERENCED US!

Just sent them an official invitation to chat.  I totally have that privilege.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Dutchling on August 28, 2012, 02:29:54 pm
Quote
a 747 cockpit medieval soap opera simulator
I think I am going to like this game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on August 28, 2012, 02:42:16 pm
Quote
Radiation Spa (http://www.pcgamer.com/2012/08/28/interview-gaslamp-games-mad-incredible-vision-for-clockwork-empires/2/)

what?
This actually existed, or was at least tested. Using radiation sources like radon you could cure a number of skin diseases.*

*No Guarantee is made that the rest of your skin will survive
** We're not responsible for any radiation related diseases.
http://en.wikipedia.org/wiki/Health_effects_of_radon#Intentional_exposure
Quote
Bathing:
Radioactive water baths have been applied since 1906 in Jáchymov, Czech Republic, but even before radon discovery they were used in Bad Gastein, Austria. Radium-rich springs are also used in traditional Japanese onsen in Misasa, Tottori Prefecture. Drinking therapy is applied in Bad Brambach, Germany. Inhalation therapy is carried out in Gasteiner-Heilstollen, Austria, in Kowary, Poland and in Boulder, Montana, United States. In the United States and Europe there are several "radon spas," where people sit for minutes or hours in a high-radon atmosphere in the belief that low doses of radiation will invigorate or energize them.

Only major-ish issue I can see is the quad-core et al bits -- from what I've noticed a good chunk of their target audience tends toward older or weaker machines, which might lose them a bit of sales.
Any multithreaded program can run on any machine exactly the same. It's how your computer runs your OS at the same time it runs your 5 internet tabs and Minecraft all at the same time, even though you don't have half a dozen cores. The OS essentially does a scheduling thing, where it says to a thread: "Okay, your turn to run for X cycles" whereupon that thread either runs for that many cycles or it hits a 'sleep' command and ends its turn prematurely; at which point the OS tells the next process it has time to run, and so on. It's the same thing for multiple cores, except it has multiple things that can run processes at once. The process management of the OS takes care of everything, so it will run the same no matter the hardware without needing a change in the program's code.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Bluerobin on August 28, 2012, 02:45:21 pm
This interview is awesome. Their sense of humor really comes through, which is pretty interesting. Gotta give PC Gamer some credit too, apparently they have some good interviewer/transcriber/writer people.

Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 28, 2012, 03:04:47 pm
Any multithreaded program can run on any machine exactly the same. It's how your computer runs your OS at the same time it runs your 5 internet tabs and Minecraft all at the same time, even though you don't have half a dozen cores. The OS essentially does a scheduling thing, where it says to a thread: "Okay, your turn to run for X cycles" whereupon that thread either runs for that many cycles or it hits a 'sleep' command and ends its turn prematurely; at which point the OS tells the next process it has time to run, and so on. It's the same thing for multiple cores, except it has multiple things that can run processes at once. The process management of the OS takes care of everything, so it will run the same no matter the hardware without needing a change in the program's code.

It may run (assuming it doesn't check for the required cores before starting) but you're probably not going to be pleased with the results.  I'm assuming if they're looking at requiring a quad core they're actually going to use all 4 cores pretty heavily, otherwise there's no point in losing sales by setting high system requirements.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 28, 2012, 03:32:13 pm
The more I hear about the game, the more I'm convinced that the whole gameplay is going to be damage control mode.  Everything is trying to go wrong.  Your goal isn't to build up a thriving city.  Your entire goal is to make things go less wrong.  The little peoples will do things on their own, but as they do they go mad, and your whole job is to make them less mad.

I look forward to the obscene chaos.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on August 28, 2012, 03:32:50 pm
Hey guys!  You will probably be able to limp along in single player or hotseat with the game on two cores.  Quad isn't really a necessity so much as it's a strong recommendation.  We don't have large enough simulations running in-house yet to know just how well different setups will play the game, so all of this is a bit speculative, but I'd suppose it will be difficult if not impossible to play multiplayer without 4 cores; Clockwork Empires really will just run better with more room to spread out the simulation.

In answer to why we beefed up our system requirements over Dredmor so significantly, aside from the fact that this type of game simulation is so hard on processors, we looked at massive hardware surveys (thanks Valve!) and projected the trend of quad cores out until our estimated release window of late 2013.  We found that most people will probably be running them, and the few that aren't will still have dual core machines.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 03:56:07 pm
Oh oh oh mr. Dev I have a question I have been dieing to ask.

You talk about madness and your scientists summoning demons and other horrible things,can we promote this and go down the path of madness and run a colony of cultist and have it be a feature and have it playable ?

I want to have a colony of mad scientists who have free reign on their research while I push them down a path of the occult


And will there be a alpha/beta maybe even a kickstart ? And can we buy into the beta like minecraft ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on August 28, 2012, 03:59:24 pm
Quad isn't really a necessity so much as it's a strong recommendation.

What if I've got a beast of a dual-core?  :)  Although I suppose singleplayer is more where its at for me anyway.  :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on August 28, 2012, 04:01:02 pm
Thanks for posting into the discussion, Daniel. Its good to hear from devs who are actively interested in what their (possible) community is wondering about.  Other than that, the system requirements remind me alot of the more recent Anno games, which often require more processing power and cores than RAM, due ot the high level of simulation going on in the background.  I do hope you guys can find some way of optimizing the system so that it doesn't require totally high demands on the CPU, though.  Even I'm worried with my AMD x4 3.2Ghz core.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 28, 2012, 04:07:44 pm
As usual, lower system requirements automatically means a larger possible audience.  But at the same time, at least you're allowing multi-core at all.  Seems too many of the "low requirement" games would run incredibly better on multi-core, Dwarf Fortress not the least of which.

Although at the end of the day, I'm running single core and I hate to see the trend of "the next game to come out is going to need a bigger system than the one right before it."  Yes, some people are going to be upgrading their systems, but I think most people are going to have the same computer that they had last year.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 04:08:12 pm
OY! GASLAMP PEOPLE! COME OUT OF LURKING! WE KNOW YOU'RE THERE, YOU REFERENCED US!
And then they did! Hello, Daniel!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sunday on August 28, 2012, 04:30:13 pm
Ohmygodthislooksawesome. Like my perfect game (well. . .DF is basically my perfect game. . .and this is similar. . .so yeah. Day 1 purchase for me, assuming my computer can handle it).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on August 28, 2012, 04:30:58 pm

You talk about madness and your scientists summoning demons and other horrible things,can we promote this and go down the path of madness and run a colony of cultist and have it be a feature and have it playable ?

I want to have a colony of mad scientists who have free reign on their research while I push them down a path of the occult

And will there be a alpha/beta maybe even a kickstart ? And can we buy into the beta like minecraft ?

It will be possible to play with a bunch of mad cultists, but the game is designed so that these influences are extremely unstable.  You will definitely be playing on hard mode, so to speak  ;)

Regarding beta purchases, Kickstarter, and other mechanisms for fundraising: we don't like to receive money for anything other than a finished product.  There will of course be lots of testing though, and if you guys are interested we would love to have your input when we're at that point, but it will be a while.

Regarding the lower user base: yes.  It's really lame when you alienate players because they don't have beefy enough machines, and this happens with every game, including our software rendering in Dredmor, believe it or not (though obviously less so than CE).  We are tailoring the system requirements to the hardware that we think will be necessary for some of the features of the game which are core tenets of its design, which refreshingly have very little to do with the graphics.  In such a case, we can't lower the sys reqs without impacting our simulation layer, so that's where we set the bar.  We're doing everything we can to squeeze every last flop out of your CPU to make sure these requirements are as low as possible, but that will only get us so far.

I also want to mention that, as you guys have no doubt suspected, we are huge fans of Dwarf Fortress =)  We are really looking forward to contributing our own little piece to the story-centric colony builder genre.

(Hi!)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 28, 2012, 04:33:18 pm
Nice of you guys to drop in!

As you can tell, we're a bit interested in your game. :)

And I'm sure MANY of us will be happy to help you beta-test it for you when you get to that point!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 04:35:27 pm
You don't nessesarily have to make a beta purchaseable, but you could make something like how planetside 2 is right now for testing out all different kinds of hardwares that you might be missing.

Like a laptop with an i3 and plenty of ram but intel hd graphics. ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 28, 2012, 04:39:54 pm
You do make a good point.  You can tone down graphics, you can go so low as to make it roguelike graphics and save a lot of power that way.  But simulation strength is something that you cannot really tone down without giving up core gameplay.  On that note though, would it have the option to play DF style of low FPS?  That is, people with slower computers could play the exact same game, but on a lower speed, so that instead of 10 minutes to a day it might take 30 minutes.  I've played other games (Children of the Nile for instance) where if you go into "fast" speed mode, it actually changes the gameplay, and villagers move relatively slower.  This can cause certain jobs to become impossible because they're too far away on fast mode.  DF has done a magnificent job of scaling speed.  Fast speed and slow speed is the exact same game, it just depends on how the user views the passage of time.

Could Clockwork Empire have a similar option to just hobble the speed but keep the same simulation depth?  Could this be modded?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on August 28, 2012, 04:58:23 pm
I'm liking where this is going.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Wayward Device on August 28, 2012, 05:02:07 pm
Amazing. Just when I'd given up all hope of a sandbox steampunk DF style colony sim with Lovecraftian undertones, along comes one from a good indie studio. I wonder if it'll be possible to build a madness detector that attracts the dangerously insane and drops them in magma...

Today has been a good day.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 28, 2012, 05:07:09 pm
Well, any good Victorian society is going to have Asylums for the crazy people.

You can pump magma where you want it to go.

I think this is pretty doable. Although you may lose some doctors and nurses in the process.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 28, 2012, 05:08:10 pm
When "urchin" is more politically correct than "orphan" then the potential for cult-centric tentacle madness is at an all-time high.  Although I suspect it will be difficult, if not impossible to run an entirely cult-based civilization.  You'll have to have a foundation of sane fodder, producing food and luxury items to ship to the madmen and keep them alive and functional.  At that point it becomes a challenge of balancing the normal people vs the productive people, and trying to keep them on the edge of sanity so that they can be considered technically insane and productive, but yet sane enough that they stay alive and don't simply create a giant bomb.  A harrowing tight-rope walk of debauchery awaits!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 05:09:55 pm
pump magma
Nonono, magma is well known here to be successful and proven, this is a time for SCIENCE! We shall pump LIQUID ELECTRICITY!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on August 28, 2012, 05:10:15 pm
Now I want to write my old book idea for a victorian steampunk magical horror story.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 05:10:28 pm
Thank you for the reply and welcome to the forums it's so nice to be able to interact with developers ! :) enjoy your stay in the madness called bay12

I look forward to cultivating my mad scientists :D

Also I'm very very excited for this game, I know it's veryyyyyy early but when you did plan on doing beta testing how would you go about letting people into the beta would be sign up like normal ?.

And a bit of clarification on the interview it said that characters would lose limbs (?) so does this mean characters have working body's as per say like dwarf fortress where limbs will be lost and diseases can be obtained.

Which also leads onto how in depth will each character be ? Will they be a very thin just there to work character and just another unit, or are you going for dwarf fortress where each character has likes dislikes relationships with other characters and is its own individual ? ( sorry if it has been said on the interview just wondering for a bit more clarification )

Thank you for your time daniel :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on August 28, 2012, 05:12:52 pm
Question...  You guys know about the Girl Genius Comic (http://www.girlgeniusonline.com/)?

EDIT: Fixed da code
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 05:13:53 pm
Your code is brokes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 05:25:00 pm
Thanks for popping over Daniel, it's always great to see developers so willing to reach out to gamers.

That said, I'm probably about to make you regret doing so with a massive list of questions.  Sorry about that :-\

Feel free to ignore any questions you can't or don't want to answer at this point.

1. How many colonists are we able/expected to have at any one time?
2. How difficult will it be to obtain new colonists?
3. The PC Gamer interview mentioned marriage, which implies all sorts of cool things.  Is there any chance of hearing the patter of tiny feet and/or screams of tiny mouths?
4. Are resources finite or infinite?
5. That procedural extruding feature sounds pretty awesome.  Will we able to save/load and/or export buildings?
6. Which single feature excites you personally the most?
7. How large are the playable areas?  Is it likely or very unlikely that it could be mostly developed/terraformed.
8. What non-combat options (if any) will there be for interacting with native sentients?
9. I can has now plz?
10. What won't be moddable?
11. Can we dig/mine/build hills?
12. Can buildings have multiple storeys/basements?
13. Say I was to divert a river for some reason.  Could this have a negative effect on local flora/fauna?
14. Will there be robots?
15. What sort of needs/desires will colonists have?
16. Can I pickle (or otherwise experiment on) living/dead creatures?
17. HP or limb based damage?
18. Do individual colonists have their own currency or is it a case of DF style Communism?
19. Are those pictures concept art or in engine?
20. What can you tell us about megaprojects?

I'm gonna stop typing for a bit before I scare you off :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 05:28:47 pm
Ohh I am interested as well in the question on pickling dead body's, can we experiment in icing and dead biology ? Zombies anyone ? :p
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 28, 2012, 05:42:16 pm
Oooh, the ability to export buildings to share with other people would be cool.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 0x517A5D on August 28, 2012, 05:56:35 pm
Expect to be disappointed.  Sorry.

This is extremely ambitious.  Enormously so.  Especially for a project which isn't showing off alpha code to the interviewer, yet is targeting a late 2013 launch.

Double especially if Gaslamp continues to release Dredmor DLC.

There's only so many hours in a day, only so many coders that can work on a project before Brooks' Law (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) kicks in and you actually get negative progress.

Just saying.  Sorry about the downer, but keep your expectations in the lower atmosphere.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on August 28, 2012, 06:05:51 pm
Never read Girl Genius Comic, but it looks awesome =)

For beta testing, we try to grab a cross section of people, but enthusiasm really helps as betas have a tendency of blowing up horribly and being frustrating.

Being realistic, it's unlikely that we will model a unit down to proper anatomy, at least with our current project plan.  This is part of the feature triage where we have to pick the most important things to work on, otherwise CE could balloon into a project that's just to big for our time scale.  Some simplifications to obtain the same effect but without that systems investment are possible, but I can't say for sure yet.

Regarding character depth: each character will generate relationships with other characters, with possessions, with locations, with groups of enemies or specific enemies, and so forth.  These systems of associations are incredibly important to developing rich interactions between the citizens.  We are spending a lot of brain power on this system.

Sorry guys, I think that's all the time I have today.  Thanks for your interest!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on August 28, 2012, 06:06:54 pm
Wow, that's a lot of questions!  Uh, maybe I can get one of the other guys in here to help, I need to do some work!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 06:11:08 pm
Girl Genius is full of awesome. And also crazypeople Sparks, with large contraptions afoot and death rays being more practical than rings.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on August 28, 2012, 06:15:35 pm
@A5D

A but pessimistic there, but its to early to tell anywhich way, and being overly joyfull about the game is a good posative reinforcement for developers, telling them this is the right way to go, dont be such a downer :P ( I say this in the lightest of tones )

I like to be optimistic with new games :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on August 28, 2012, 06:21:25 pm
practicality? pffft. I want a barely-functional doomsday device that requires constant maintenance to keep it from exploding.

largely because the explosion would be awesome.

I assume it'll be built next to the aristocrat mansions?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 06:23:26 pm
practicality? pffft. I want a barely-functional doomsday device that requires constant maintenance to keep it from exploding.

largely because the explosion would be awesome.

I assume it'll be built next to the aristocrat mansions?
No, it'll be in the middle of town.
...next to the aristocratically squashed mansions. Too many nobles not enough space for the rest of the town to revolve around :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on August 28, 2012, 06:24:57 pm
Oh fine, sure, just this once =P  A lot of this is totally unanswerable.  I'm only answering the ones that I feel we can at this point, and then i'm getting back to work!

Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 06:36:08 pm
For later, when you aren't getting big lists of questions Daniel:
Will it be possible to have a colony full of naked (except for supposed 'safety' gear and goggles, etc) scientists? They'd have more time for science if they weren't spending a good amount of time assembling their victorian garmentry and poofy dresses in the female scientists' case, if there are any of the latter.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Kamin on August 28, 2012, 06:41:46 pm
Oh fine, sure, just this once =P  A lot of this is totally unanswerable.  I'm only answering the ones that I feel we can at this point, and then i'm getting back to work!

Spoiler (click to show/hide)
Above and beyond the call... Thanks for the insight, Daniel  :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on August 28, 2012, 06:43:00 pm
Oh fine, sure, just this once =P  A lot of this is totally unanswerable.  I'm only answering the ones that I feel we can at this point, and then i'm getting back to work!

Spoiler (click to show/hide)

Thanks, I really appreciate you taking the time for this :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on August 28, 2012, 06:44:06 pm
To be discussed.  There are a lot of knife fights ongoing in the office about this.

I recommend a short sword and buckler for this sort of thing. Maneuverable enough in close quarters while giving you the advantage in both reach and defense. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on August 28, 2012, 07:15:35 pm
Lol. Nice.  I personally think the Mega-Projects should be something of a mish-match of building parts that all do different things.  Say you need to place a large Electricity plant in the center of a complex of other buildings that are all enterconnected.  Each of them do different things, and the order and style that you set them up in end up acheiving different 'goals' for the project upon completion.    That way there doesn't need to be a large selection of tall/massive buildings that each do their own thing, and instead offers more freedom given the creativity that's already going into factories and the like in-game.   8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Orb on August 28, 2012, 08:04:44 pm
Ooo! I have a few questions. Can you tell us more about combat?:

1. Will it strictly be HP combat, or will you add status effects? (Such as being on fire)

2. Will HP tend to be lower or higher. IE, will someone die to a few musket rounds or be able to take a barrage from a firing squad?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sensei on August 28, 2012, 08:57:55 pm
I don't know whether you like to listen to dumb spur-of-the-moment suggestions on random forums, but consider this:

It would be cool if megaprojects, once completed, mostly served to make your game more difficult- Either because they keep consuming massive resources, curious townspeople have a habit of falling off the towers, they attract more raiders or maybe best of all, they increase the chance of random events/disasters/wrath of god.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 28, 2012, 08:59:16 pm
You forgot Wrath of Cthulhu in that problems list, Sensei :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on August 28, 2012, 09:58:03 pm
Quote
‘We’re trying very hard not to outwardly or ostensibly label it as ‘Dwarf Fortress For Everybody.’ But that’s sort of our goal at heart, to try and take that experience and make it accessible,” says Jacobsen. “Two of the reasons why Dwarf Fortress isn’t for everyone right now are the graphics and the user interface. So we’re doing things that will allow us to try to get a lot of the functionality through while making it easy enough for people to pick it up.”

The knife fighter in me wants to get a crew together to snap our fingers in unison and start warning people about turf lest there be a rumble.

On the other hand, this game is pretty much everything I ever wanted in a city-builder, from a company that speaks right to my fucking heart.  And free publicity for Dwarf Fortress is still free publicity.

Come to think of it, I haven't sent Toady any free money in a while.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Seriyu on August 28, 2012, 09:59:03 pm
Eyyyy, so this is what project odin was (I think). For some reason I didn't see a colony builder coming. Looks neat though! I somehow doubt a quad core laptop will be enough, but we'll see when it comes out I suppose.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on August 29, 2012, 12:28:11 am
Thank you so much for visiting, I love it when devs reach out to the rabid masses. I have questions, but it's 12:30 and I should sleep now.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on August 29, 2012, 01:53:30 am
edit:dp
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on August 29, 2012, 02:06:52 am
Expect to be disappointed.  Sorry.

This is extremely ambitious.  Enormously so.  Especially for a project which isn't showing off alpha code to the interviewer, yet is targeting a late 2013 launch.

Double especially if Gaslamp continues to release Dredmor DLC.

There's only so many hours in a day, only so many coders that can work on a project before Brooks' Law (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) kicks in and you actually get negative progress.

Just saying.  Sorry about the downer, but keep your expectations in the lower atmosphere.

You're completely delusional if you think this isn't doable. It's not really more complex than a Sim City game and they've got a larger team than Dredmor on this (with one more patch planned for DoD IIRC over at Something Awful before the team is going full time). We also don't know how long it's been in the works.

It's always reasonable to keep expectations reasonable but honestly I found your post condescending as shit and needless. We're grownups, we can decide on our own when the game is complete.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tootboot on August 29, 2012, 02:24:11 am
If the scope of the game is 'as detailed as Dwarf Fortress' then yeah, prepare to be disappointed, but I don't think they're attempting that. 

I'm much less concerned about the game hewing too close to the DF formula after reading this post at SA:

Quote
It's all very well saying that we are inspired by Dwarf Fortress, and we are. We love it for what it is, and also for what it stands for; we love, in particular, the generative story and the emergent narrative that comes out of random systems and character driven elements. We're all for that. Making that work is our big, big focus at this point. We have the technical infrastructure in place for most of the renderer, the procedural building stuff, the terrain, the water, the skeletal animation, the networking, rag-doll physics, the UI code... you name it. CE sits on top of a pile of engine work that I've been poking at since, er, 2002, in various incarnations - this is why, as opposed to Dredmor, CE runs its own windowing system. (Yes, I'm insane.)

Where our focus really lies right now is in making a game that has deep, emergent behaviour, and where this depth leads to you - as a player, or a group of players - having wonderful, funny, beautiful, doom-laden adventures in a sandbox you want to mess about in, and where you want to go off and play in the sandbox with your friends. These friends will soon be enemies for life.

One thing I do want to make people aware of: we are not setting out to directly clone, say, the ten best DF features with an eye towards putting them in a nice package with 3D graphics, multiplayer, and multi-core acceleration. Some things that work really well in DF simply aren't things that are feasible for us, things that we want to do, things that we think will make CE a good game, or things that work in three dimensions. (The big one is digging. It doesn't work in three dimensions. Multiple selectable height layers are a crufty, awful mess.) Our big takeaway is that we want big screaming panicky doomed cities full of explosions and massive constructions and dubious secret projects and Obeliskian Death, and this is what we shall deliver at the end of the day.

Other people are taking the DF stuff and are staying much truer to its digging and simulation aspects - and, well, more power to them. (I think it's easier with 2D art as opposed to 3D - the closer you get to photorealism, the more you have to deal with symbolic representations rather than visual representations, and this makes life interesting.) More than anything, for us DF is a good latch-word; people sort of go "Oh! It's like THAT." Well, yes. But it's also not like that. We hope we can do something different - that we can push things forward, that we can make something unique, and that CE will stand on its own two legs and will advance the state of the Steampunk isometric city-building people-destroying Lovecraftian simulator genre.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Dr. Johbson on August 29, 2012, 03:03:05 am
Oh fine, sure, just this once =P  A lot of this is totally unanswerable.  I'm only answering the ones that I feel we can at this point, and then i'm getting back to work!

Spoiler (click to show/hide)
Thank you very much for answering, between this and all the stalking, my knowledge may yet be satiated.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Thief^ on August 29, 2012, 04:43:01 am
I've just read the whole thread, and I'm very excited. If I could put in a pre-order now I would.

(I pre-ordered Diablo 3 on 29/10/2008, which wasn't released for over three and a half years. I would pre-order it now)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on August 29, 2012, 04:48:18 am
Well there be post-launch updates? This is genius by the way. Thank you Gaslamp :D.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 0x517A5D on August 29, 2012, 05:33:20 am
Expect to be disappointed.  Sorry.

This is extremely ambitious.  Enormously so.  Especially for a project which isn't showing off alpha code to the interviewer, yet is targeting a late 2013 launch.

Double especially if Gaslamp continues to release Dredmor DLC.

There's only so many hours in a day, only so many coders that can work on a project before Brooks' Law (http://en.wikipedia.org/wiki/The_Mythical_Man-Month) kicks in and you actually get negative progress.

Just saying.  Sorry about the downer, but keep your expectations in the lower atmosphere.

You're completely delusional if you think this isn't doable. It's not really more complex than a Sim City game and they've got a larger team than Dredmor on this (with one more patch planned for DoD IIRC over at Something Awful before the team is going full time). We also don't know how long it's been in the works.

It's always reasonable to keep expectations reasonable but honestly I found your post condescending as shit and needless. We're grownups, we can decide on our own when the game is complete.

Sure, whatever.

Go read that interview again, okay?  Count the occurrences of "it (the game) will be" and "you (the player) will/can do" versus "we already have this working."  The whole piece sounds like a roadmap mixed with a brainstorming session.

Sounds like the engine is working enough to build things on it, but still needs development.  (Assuming they're not rewriting the experimental engine.)  Everything else?  2D art, 3D art, animation, detailed backstory, detailed NPCs, AI (oh God the AI this will need), UI, hotseat multiplayer, networked multiplayer, mod support?  Does any of that exist yet?  The interview indicates it mostly doesn't.

Hell, they even mention "everything and the kitchen sink."  (Quoted out of context, but still.)

You know what other game has everything and the kitchen sink?  Nethack.  You know how long Nethack was developed before the project went dark?  Twenty Years.  And Nethack is singleplayer, ASCII, has basically placeholders for backstory and NPCs, and has tiny primitive AI.

I want this to succeed.  I do.  And if they even meet a third of these ambitions, I'll buy my copy.

But keeping my expectations low?  Being realistic?  Being pessimistic?  Is not being completely delusional.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ansontan2000 on August 29, 2012, 07:27:17 am
PTW.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Xinvoker on August 29, 2012, 11:34:53 am
Yeah this is pretty much a dream game.

If anything, I'm worried that since they are at an early stage, they may be overwhelmed and decide to scale back the number of features.
In this case, it would be better if they opted for beta-funding.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Dr. Johbson on August 29, 2012, 04:29:48 pm
Spoiler (click to show/hide)

Sure, whatever.

Go read that interview again, okay?  Count the occurrences of "it (the game) will be" and "you (the player) will/can do" versus "we already have this working."  The whole piece sounds like a roadmap mixed with a brainstorming session.

Sounds like the engine is working enough to build things on it, but still needs development.  (Assuming they're not rewriting the experimental engine.)  Everything else?  2D art, 3D art, animation, detailed backstory, detailed NPCs, AI (oh God the AI this will need), UI, hotseat multiplayer, networked multiplayer, mod support?  Does any of that exist yet?  The interview indicates it mostly doesn't.

Hell, they even mention "everything and the kitchen sink."  (Quoted out of context, but still.)

You know what other game has everything and the kitchen sink?  Nethack.  You know how long Nethack was developed before the project went dark?  Twenty Years.  And Nethack is singleplayer, ASCII, has basically placeholders for backstory and NPCs, and has tiny primitive AI.

I want this to succeed.  I do.  And if they even meet a third of these ambitions, I'll buy my copy.

But keeping my expectations low?  Being realistic?  Being pessimistic?  Is not being completely delusional.

You're smart to be cautious and I do agree this is a very ambitious project, but according to the dev who is speaking about the game, down at the SomethingAwful forums-
Quote from: nvining, down on the SA forums
Current state of the codebase: We panicked a bit about it last week, then we wrote out absolutely where we need to be and what we need to do in order to get to a beta, and then we panicked a lot less. So suffice it to say, a lot has been done and we're on track. At some point, though, you just need to shut up and announce your game already.

Basically, the renderer is about 85% done, the procedural building stuff mainly works and just needs debugging/a few extra features, the AI is currently running around harvesting resources, and I just got a first pass at the netcode from Ryan!
They've also been working on it since almost last year, as well, so while I do agree and understand your pessimism, I do think they'll be able to achieve at least 2/3 of their goals. Of course, like you said, even if they DO manage to only make 1/3, I'll still be happy and I'll buy that too.

Other things mentioned in the SA thread is that no more Dredmor DLC is planned while CE is being worked on (Although they still have one guy working on patches I believe) not to mention many other small details and questions answered. Read the thread here! (http://forums.somethingawful.com/showthread.php?threadid=3503803&userid=0&perpage=40&pagenumber=1)
However, for those not aware, SomethingAwful requires you to purchase an account, so you will not be able to post unless you were to buy one. You can though, read most threads without an account. If you want to know more about this game at all, I recommend you read all of the developer's posts there, his forum name is nvining.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: BeserkNINJA on August 30, 2012, 12:43:45 pm
PTW:

also i was wondering if its possible to trap that huge sea serpent in the screenie and then tame him for use against the natives?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on August 30, 2012, 12:49:03 pm
PTW:

also i was wondering if its possible to trap that huge sea serpent in the screenie and then tame him for use against the natives?
Sir, this is bay12. I am shocked at your lack of imagination. Taming a creature to set him on the natives? Amateur!

Here at the Twelfth Bay we would capture a breeding pair of the creatures and drown their young for their valuable bones, used in all sorts of industrial and artistic applications. The hardiest of the creatures would then be trained as sea-cavalry to wreak havoc on the seaside.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on August 30, 2012, 01:06:28 pm
No.  We capture the serpent and train it to attack our own people.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on August 30, 2012, 01:28:10 pm
No.  We capture the serpent and train it to attack our own people.
That comes much later, when one of the young get the taste of dwarf blood during an accident involving a shovel, a high speed minecart, and not less than four goblins.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Blizzlord on August 30, 2012, 01:42:44 pm
No.  We capture the serpent and train it to attack our own people.
That comes much later, when one of the young get the taste of dwarf blood during an accident involving a shovel, a high speed minecart, and not less than four goblins.
Only problem: you are playing as the humans this time around. Therefore the accident equation would instead involve tesla coils, minced spike menace and a baby stuck in a high pressure valve under the sea.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on August 30, 2012, 02:06:11 pm
No.  We capture the serpent and train it to attack our own people.
That comes much later, when one of the young get the taste of dwarf blood during an accident involving a shovel, a high speed minecart, and not less than four goblins.
Only problem: you are playing as the humans this time around. Therefore the accident equation would instead involve tesla coils, minced spike menace and a baby stuck in a high pressure valve under the sea ♫.
Fixed for little steampunk mermaid segue.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: RedKing on August 30, 2012, 03:15:33 pm
I do believe my megaproject will be attaching enough propellers, lighter-than-air conveyances and steam turbines to my colony to make the entire damn thing air-mobile. Cause really.....if you can make a Laputa-style flying city, then you can make anything.

Failing that, a factory which is powered by enslaved Deep Ones would be a nice gig.

I also expect to see a great number of extravagant and fanciful Victorian appellations, such as "Dr. Higginbottom's Miraculous Anti-Aetheric Laudanum". No steampunk setting is complete without those.

EDIT: Oh, and Imperial Steam Grenadiers. kthx
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on August 30, 2012, 03:32:14 pm
Yes, the long names are quite nice.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: RedKing on August 31, 2012, 08:08:22 am
Speaking of, I found what purports to be some development art

Spoiler (click to show/hide)

and the poets do indeed carry bottles of laudanum! Verily, I approve. No industrializing society can achieve its full cultural potential without some people tripping balls and writing about it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on August 31, 2012, 08:30:03 am
I've always been a fan of builders, and even more so of demented ones.  Dungeon Keeper is still one of my favorites...  and CE looks like it has a lot of fun potential.  I'm eagerly waiting for more news.

Question...  You guys know about the Girl Genius Comic (http://www.girlgeniusonline.com/)?

Also - Zangi, curse yer scurvy hide! :p  I just spent most of my free time for the last four days reading Girl Genius from start to current, and it's truly a beautiful thing!  Thanks for tossing that link out.  I was thinking Phil Foglio was a familiar name, and then saw that he did the Phil & Dixie comics from Dragon mag.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on August 31, 2012, 12:06:46 pm
Hah, no problem, I think I first found out about that comic... somewhere around these forums.  Pretty much did the same thing you did.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Hyndis on August 31, 2012, 12:08:33 pm
I keep throwing money at the screen but nothing is happening.


DO WANT!

Seriously. Do want. So hard. And its even modding friendly!



...this may actually be the game that supplants DF for me assuming it lives up to its goals.   :o
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on August 31, 2012, 04:11:29 pm
Yes yes yes yes yes steam punk colony game Fuck yes!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on September 01, 2012, 03:52:28 am
This thread is linked on the Gaslamp website now. Hide the urchins.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Askot Bokbondeler on September 01, 2012, 06:56:47 am
ptw. i'm excited for the game, although the feeling that i'm being specifically marketed to makes me a bit uncomfortable. i'll also not be able to play this game in the next 10 years or so, due to poverty
the worst part will be when i see all my friends who refused to try df having fun with this game, and coming to me all like "hey, you gonna love this game, it's like a cool version of that shitty game you play with the letters and stuf". i'm gonna be a grumpy and bitter hipster...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on September 01, 2012, 10:26:56 am
ptw
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Inarius on September 03, 2012, 08:42:21 am
Quote
Terrific. Back to that mention of a volcano you made—what would be the process of exploiting that? You would send people in, and some of them might die, to build a structure that takes magma out?

DB: Well, it’s obviously also quite dangerous.

DJ: You’re going to dig down in the lava, we know that’s what people like.

NV: Sure. We’re very big on pumps and pipes and gears.

DB: I’m sure you’d send naturalists in first, see if there’s minerals and any natives and what they might think of this whole situation.

DJ: And then you’ll ignore their advice and build a giant tube that takes all their magma and puts it directly in the middle of your town because that’s the safest thing to do. You could probably also do it in much safer ways.

NV: But you’ll do that.


They surely wants our money. I feel interested.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Little on September 03, 2012, 10:39:26 am
It's like if Dwarf Fortress and Tropico had a child and HP Lovecraft is the uncle. If it can measure up to half its potential, it'll be awesome! :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on September 03, 2012, 01:04:26 pm

Quote
Terrific. Back to that mention of a volcano you made—what would be the process of exploiting that? You would send people in, and some of them might die, to build a structure that takes magma out?

DB: Well, it’s obviously also quite dangerous.

DJ: You’re going to dig down in the lava, we know that’s what people like.

NV: Sure. We’re very big on pumps and pipes and gears.

DB: I’m sure you’d send naturalists in first, see if there’s minerals and any natives and what they might think of this whole situation.

DJ: And then you’ll ignore their advice and build a giant tube that takes all their magma and puts it directly in the middle of your town because that’s the safest thing to do. You could probably also do it in much safer ways.

NV: But you’ll do that.
OOGA BOOGA OOGA BOOGA ONE OF US! ONE OF US!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on September 06, 2012, 05:34:12 pm
Said it before.  It's like these guys were sitting around one day and said "You know what'd be fun?" and then they actually did it.  It's like... they were playing The Sims one day and said "It'd be cool if they went actually clinically insane." and then the next day they were playing Patrician and said "Why can't I be the pirate?" and the day after that it was Roller Coaster Tycoon and said "Needs more volcano." and then they all suddenly realized "Oh yeah, I totally know how to code a game."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: demonman24 on September 16, 2012, 05:39:27 pm
While accurately portrayed vacuum tubes, gear-drive ratios, pneumatic vents, and steam relays all sound very exciting, what would all of those complex systems be used for? The crafting and transportation seem to come down to pipes, workshops, and factories, and whatever devices are needed to exploit natural resources. It doesn't seem that it would be too difficult to automate all of this using vacuum tubes and gears. Is there anything more complicated, that we would needs such complex systems for? Can anyone speculate on this? Or could we get an answer from a dev?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on September 16, 2012, 06:23:30 pm
Science.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on September 16, 2012, 06:33:13 pm
While all of that may work toward setting up automation, you have to remember that this was the very beginning of machining.  So most things still had to be produced by hand, the hard way.

But more than that, if I understood the information straight; you design a factory exterior, and set it down and let them build it, and once its done, you go into it and plus the bits inside from starting production, resource management, power supplies, and then ending production, and make sure its as effecient as possible while not killing your factory workers; and then you can upgrade it as stuff comes along.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: demonman24 on September 16, 2012, 10:03:55 pm
My point is not that it would be easy, it's that I can't see a use for all of these complex systems, and I was wondering if anyone could speculate on a scenario in which they could be used for something other than automation. Can you?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Bluerobin on September 16, 2012, 10:22:07 pm
Well sure, you just have them replace a typical abstracted upgrade system. Upgrade to production rate, efficiency, energy use, and of course the automation you mention to decrease the number of required workers. I don't remember if happiness or sanity are important, but they could influence those too. They could even have drawbacks that stack up if you use too many or if you're doing something occult/stupid like if the vents had a risk of get stuck shut, trapping poisonous gases inside and harming workers or the vacuum tubes could malfunction and start spitting parts everywhere causing injuries or breaking machines.

And that's just the easy implementation I came up with off the top of my head. They might do something more involved than that. *shrug*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on September 16, 2012, 10:27:26 pm
this gaem

it gives me dreams

of a metaphorical kind

the kind that makes me want the game

the precious

yus
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: demonman24 on September 16, 2012, 10:42:46 pm
I'm not asking about replacing any sort of upgrade system, or anything like that. This seems like a very complex simulation game, and I'm asking if anyone can think of a use for these systems in situations other than upgrading infrastructure or automating things
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Bluerobin on September 16, 2012, 11:22:14 pm
Uh... well you've defined the problem in your question. It's "a very complex simulation game" and we know almost nothing about what they're simulating, so it's not really practical to speculate when we don't even know what a vacuum tube might be used to move or what you might be venting with those pneumatic vents. Your question's also kind of incredibly vague and you've shot down the first two suggestions we've given by saying they're not what you meant. I seriously doubt these optional upgrades are going to have a huge impact on the function of the building they're attached to, if that's what you're asking about. The most I probably anticipate is something like using magma-safe tubes to power a building with magma instead of electricity or something like that. I guess I might just not be creative enough though?

Edit: I guess if we want to go wild with speculation: Gears to link buildings together and build giant robots? Tubes to pipe the toxic gases and build bombs with them instead of just venting them? Tubes/vents/gears combo to build submersible/aerial/subterranean buildings? Tube transport system à la Futurama? I guess you could come up with some neat weapon systems with combos of tubes/gears/and the tesla coil power rods, especially if you can mount them on vehicles?

Now, I doubt any of those are happening (or if they do they'll be specialized to probably just be those tasks) just because it's not practical to put that much dev time into that much customization with random parts unless that's the focus of the game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ank on September 17, 2012, 01:19:45 am
I'm not asking about replacing any sort of upgrade system, or anything like that. This seems like a very complex simulation game, and I'm asking if anyone can think of a use for these systems in situations other than upgrading infrastructure or automating things

This is like asking what a Redstone torch can be used for.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: LoSboccacc on September 17, 2012, 01:24:55 am
city building genre as a whole is coming back in strength! I do approve.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on September 17, 2012, 08:11:01 am
Simply because you cannot imagine what can be done does not mean that there won't be anything to be done.

I present, for your consideration, the Mechanical Wall.  Walls have existed for as long as mankind has crept into caves for shelters.  Walls have remained a very simple and sturdy protection from the terrors of the world beyond and a divisor that keeps structure order in balance.  It has a tried and true, heavily tested style that has nothing wrong with it and enough experience to have everything right.

Why would you mechanize a wall?  Because steam power.  When all you've got is an adjustable spanner and an entire freight warehouse of terrifying cogs and gears, everything looks like "just a prototype".
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on September 17, 2012, 08:16:01 am
Quote from: Girlinhat
When all you've got is an adjustable spanner and an entire freight warehouse of terrifying cogs and gears, everything looks like "just a prototype".

I recall you saying that you've been sigged so many times people no longer need your permission for it. Thank you for this quote.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on September 17, 2012, 08:35:04 am
'Vacuum tubes' don't move anything. A vacuum tube is an evacuated glass tube with electronic components inside which control and redirect electrical current.

You're probably referring to pneumatic tubes.

/pedantic
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on September 17, 2012, 08:52:40 am
That's hardly pedantic at all.  It's like comparing a hydrauling digging scoop to a microchip.  Utterly different.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on September 17, 2012, 09:29:06 am
That's hardly pedantic at all.  It's like comparing a hydrauling digging scoop to a microchip.  Utterly different.
True, but to someone who doesn't know the difference a 'vacuum tube' probably sounds appropriate as a moniker for a pneumatic tube. I mean its a 'tube' which sucks things through it like a vacuum.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: LoSboccacc on September 17, 2012, 09:30:42 am
I've spilled all my electricity! I need a vacuum cleaner!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Bluerobin on September 17, 2012, 09:37:47 am
To tell you the truth I'd originally typed pneumatic tube then noticed the original comment mentioned vacuum tubes and changed it. I didn't even think about the fact that those are completely different things. :-[

I recall you saying that you've been sigged so many times people no longer need your permission for it. Thank you for this quote.
I'm a bit sad you got to it before I did. :P It's a good point though, I hadn't really thought about it from a creative side, just from the gameplay side. It sounds like they're trying to start from the creative side too, so that gives me hope for some neat things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: demonman24 on September 17, 2012, 11:44:27 am
Sorry, if I offended anyone, wild speculation or dev response is what i was hoping for, and speculation on what we would need vacuum tube computers for. Again, sorry if I offended anyone, just looking for wild speculation.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on September 17, 2012, 12:05:30 pm
Wild speculation, eh?

You could totally launch giant, steam spitting cogs at distant enemies.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on September 17, 2012, 12:37:56 pm
My steampunk settlement will be a massive clockwork villa who's entire point is to tell the time accurately. It will require the efforts of thousands of people and draw power from a nearby volcano.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Darkling Wolf on September 17, 2012, 12:39:10 pm
You should power it with ground up baby animals.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on September 17, 2012, 12:39:52 pm
You should power it with ground up baby animals.
Also the bones of the innocent.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Darkling Wolf on September 17, 2012, 12:40:18 pm
But what will you use for bread? D:
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on September 17, 2012, 12:41:10 pm
But what will you use for bread? D:
Well... I learned from Dwarf Fortress that cows have sweetbread. Does that count?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Darkling Wolf on September 17, 2012, 12:56:22 pm
Very much not.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mini on September 17, 2012, 01:13:28 pm
What about ground up adult animals? Could you use that to make bread? Why do we need bread anyway, can't we just eat the other parts of the innocent?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: hemmingjay on September 17, 2012, 01:18:02 pm
This http://www.kfc.com/doubledown/ (http://www.kfc.com/doubledown/)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: demonman24 on September 17, 2012, 05:57:13 pm
There should be a part of the tech tree that involves using urchins for metalworking, cloth-making, sewing, electronic components, and blowing glass for vacuum tubes, because they have small, nimble fingers that will make better stitching, smaller rivets and gears, tighter weaves,  and tiny vacuum tubes and electronics, to allow for more miniaturized computers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on September 25, 2012, 04:04:27 pm
We're playing with a lot of things as far as the more sophisticated systems go. 

Our current system operates very much like a flow chart, with various resources and energy sources being combined with buildings that convert them into other things, and it turns out that even this simple system can create a lot of really weird, really cool stuff.

Vacuum tubes are great logic gate material, and we *are* thinking about that right now.  Hm...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on September 25, 2012, 04:09:12 pm
Oh dear, logic gates. That could get confusing (and large, but rather interesting) quickly.
Also hello again, Daniel! :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scelly9 on September 25, 2012, 04:11:51 pm
PTW, because this looks bloody awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on September 25, 2012, 04:14:43 pm
Have I mentioned that I love you guys?

Like, sexually?

Planetary Annihilation, the Homestuck Adventure game, Castle Story, and now this game?

Someone just needs to make another Alpha Centauri-style game and an updated SimEarth and I will be set for like... life.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on September 25, 2012, 04:15:54 pm
Lovecraftian logic gates...that sounds awesome. :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on September 25, 2012, 04:17:43 pm
Have I mentioned that I love you guys?
Yes, if you mean bay12. if you're talking about gaslamp you may or maynot have before. Or your avatar is being confused with someone else's, sorry ;)
Quote
Like, sexually?
Nope.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Blah on September 25, 2012, 04:18:51 pm
We're playing with a lot of things as far as the more sophisticated systems go. 

Our current system operates very much like a flow chart, with various resources and energy sources being combined with buildings that convert them into other things, and it turns out that even this simple system can create a lot of really weird, really cool stuff.

Vacuum tubes are great logic gate material, and we *are* thinking about that right now.  Hm...

Being able to build (large) (semi-)automatic contraptions that actually fulfill some purpose would be pretty cool and really fitting for a steampunk game named Clockwork Empires. Like in Dwarf Fortess you can build more or less automated obsidian farms, magma/water/freezing traps or even giant dwarf statues that fart fire on command. These projects are a bit too complicated in DF for my taste but that's mainly because setting up logic gates and timing the triggers is so much work.

Tesla's Deathray comes to mind...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on September 25, 2012, 04:19:01 pm
I meant Gaslamp.

Bay12 can suck it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on September 25, 2012, 04:19:24 pm
It could get really confusing, which is why our current system doesn't involve them.  Still, like DF's levers, you can do such awesome things with a simple diode that it's worth considering.

Also, hi again! =D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on September 25, 2012, 04:22:31 pm
Theres also the potential for problems Fun if you leave multiple unlabelled levers around in df too.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scelly9 on September 25, 2012, 04:23:25 pm
Oh, wow. I do believe that I really like your team, just by that interview.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on September 25, 2012, 05:24:18 pm
I don't think most of us here would mind a bit of added complexity if things like logic gates and diodes and vaccume tubes become the standard for here-onto automated factories and the like in Clockwork Empires.  But remember, there should always be a downside to everything!

If we set up an mostly automated factory, and then something goes wrong; no one is going to know hiow to fix it cause no one working at the factory has the nessissary skills to do so.   So maintaince =\= automation + production levels.

You could even add in a system that measures the automations complexity, saying that if its too complex, people will start to fear it, thus causing madness, but from the other end of the scale.  Mwhahaha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on September 25, 2012, 05:27:26 pm
Or if its too complex, you start getting mechanics that can't fix anything simpler because of the madness warping their sense of scale.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on September 25, 2012, 05:29:22 pm
Or if its too complex, you start getting mechanics that can't fix anything simpler because of the madness warping their sense of scale.

Righto, Aklyon.  But the whole point is for Gaslamp, that if you do put it in, we will definitely use it.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Cicero on September 25, 2012, 09:18:39 pm
yesyesyesyesyesyes
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on September 26, 2012, 02:22:09 am
Or if its too complex, you start getting mechanics that can't fix anything simpler because of the madness warping their sense of scale.

Righto, Aklyon.  But the whole point is for Gaslamp, that if you do put it in, we will definitely use it.  8)

You meant "abuse", right?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on September 26, 2012, 02:49:03 am
 :-\

Am I the only one here who sorta wants a awesomely themed, fun to play and slick city management game?

Logic gates? Giant automated contraptions? Custom buildings (custom in function, not looks)? Varying complexity levels?

All of this sounds incredibly hard to make into a actual game. It seems likely that trying for this sorta thing will only end in tears as their basics are left lacking (or even worse forced to interact with this layer of complexity) and all this extra shit ends up as gimmicky garbage.

I mean, I am sure the Gaslamp guys know their limits, and are going to avoid all this shit and are going to make a awesome game, but the rest of you guys seem to be working yourself up into a frenzy over stuff that has no way in hell of happening. Stop looking at pie in the sky gimmicky bullshit feature creep that you made up in your heads and start looking at the cool game they are actually offering. At this rate you guys are going to be very upset when this game comes out, even if it turns out totally awesome.

My expectations are currently set at The Settlers: Clockwork town. Which sounds really damn awesome and actually possible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scelly9 on September 26, 2012, 02:51:59 am
:-\

Am I the only one here who sorta wants a awesomely themed, fun to play and slick city management game?

Logic gates? Giant automated contraptions? Custom buildings (custom in function, not looks)? Varying complexity levels?

All of this sounds incredibly hard to make into a actual game. It seems likely that trying for this sorta thing will only end in tears as their basics are left lacking (or even worse forced to interact with this layer of complexity) and all this extra shit ends up as gimmicky garbage.

I mean, I am sure the Gaslamp guys know their limits, and are going to avoid all this shit and are going to make a awesome game, but the rest of you guys seem to be working yourself up into a frenzy over stuff that has no way in hell of happening. Stop looking at pie in the sky gimmicky bullshit feature creep that you made up in your heads and start looking at the cool game they are actually offering. At this rate you guys are going to be very upset when this game comes out, even if it turns out totally awesome.
Hell, I do this about every game that comes out. It usually lasts for a week or two, then I scale it down. Wait a while, people will see if it is less than they where expecting, or it will turn out just as awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 20, 2012, 02:57:28 pm
Just a little bump to point out that the devs are making frequent in-depth blog posts (http://www.gaslampgames.com/blog/).  They're really quite interesting.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: dennislp3 on October 20, 2012, 03:01:22 pm
PTW
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Roboboy33 on October 20, 2012, 03:03:42 pm
PTW
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Caz on October 20, 2012, 03:17:08 pm
I want to play this game so bad... I think it may just be the best thing ever. Except DF of course.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alexandertnt on October 20, 2012, 05:44:04 pm
:-\

Am I the only one here who sorta wants a awesomely themed, fun to play and slick city management game?

Logic gates? Giant automated contraptions? Custom buildings (custom in function, not looks)? Varying complexity levels?

All of this sounds incredibly hard to make into a actual game. It seems likely that trying for this sorta thing will only end in tears as their basics are left lacking (or even worse forced to interact with this layer of complexity) and all this extra shit ends up as gimmicky garbage.

I mean, I am sure the Gaslamp guys know their limits, and are going to avoid all this shit and are going to make a awesome game, but the rest of you guys seem to be working yourself up into a frenzy over stuff that has no way in hell of happening. Stop looking at pie in the sky gimmicky bullshit feature creep that you made up in your heads and start looking at the cool game they are actually offering. At this rate you guys are going to be very upset when this game comes out, even if it turns out totally awesome.

My expectations are currently set at The Settlers: Clockwork town. Which sounds really damn awesome and actually possible.

You make the assumption that logic gates and giant automated contraptions are not fun. I have spent countless hours in games like dwarf fortress, garrys mod etc building this stuff because it is a hell of a lot of fun.

It doesn't seem very hard to add logic gates in such a way as to have them completely unnecessary, but there for fun. They could be implemented in a way that sort of just ends up functioning as logic gates, like how df's pumps were not designed to be used for this purpose but they can function like logic gates (as opposed to minecraft's redstone, which is designed for the sole purpose of functioning as logic gates).

So what is not considered gimmicky garbage anyway, gaining points and completing arbitrary objectives? Sounds gimmicky to me. I look forward to this game still, but the more complexity the game has the more I am likely to enjoy it. I also want an "awesomely themed, fun to play" city management game, but a fun to play city management game with such things as logic games is only more awesome in my books.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 20, 2012, 06:00:11 pm
It sounds like CriptFiend wants a basic game, with no frills and just enough features to qualify as a game.  He seems to have the impression that anything extra will somehow make the game worse.  This argument is fundamentally flawed - if no frills and no gimmicks are added, then you're left with nothing that makes the game unique.  If you want to play Settlers, go play Settlers.  I'll be holding out for Clockwork Empires as they promise to do something that others have not.

You're here for simple.  Go take your simple.  We're here for giant mechanical cogs and intense logic gates.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 20, 2012, 06:11:16 pm
I'mma loving it all, myself.  The seperation between working groups, building types, as well as the stories make my mouth water.

Workshops, artisan crafts, and factories; all doing the same thing but with different expectations mean that even a low-resource region can still remain productive, while greater effeciency requires much greater infrastructure and resources.

The fact that all the peoples will be different, with their own likes, dislikes, and wants reminds me of the Sims, which isn't a bad thing, especially when meshed into such a wonderful thing as a city building game with a larger world metagame involved. 

Also, the thrills and logic gates that others keep talking about is going to be fun.  I prefere simple things, myself, but not bland or basic things.  Plus these things will be optional, not nessissary in the large run.  Use 'em if you like 'em, and do not if you don't.  Simple, that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on October 21, 2012, 04:37:23 am
Yeah, I was mainly interested in this because of the setting and the style. But the way industry works is really awesome, it's similar to anno but not as annoyingly simple and fire and forget.

Will be following that damn blog very closely now :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 23, 2012, 03:49:31 pm
Just a quick note - we're trying to post something game development related on the blog every Tuesday. 

Thanks for the continued interest guys, it means a lot to us.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ragnar119 on October 23, 2012, 04:35:10 pm
Are there any screenshots from the game?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on October 23, 2012, 05:32:45 pm
Only concept art and some 3d model previews I think. I do want the clean madness burning obelisk. Madness has never been so economically rentable!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 23, 2012, 06:56:05 pm
After reading the latest blog post, I thought I'd post here, instead of the comments section there.

The meta-game focus will be political, moving up the ranks, gaining favors, trying to make friends and kick the enemies in the arse; but will you be able to break totally away from the Empire? Could you gather enough prestige and wealth to start your own? Or how far up can you go in the Empire if you do act as their loyal and happy lapdog?

I'd love for Clockwork Empires to be sorta open-ended, and yet so full to do just about anything you want as you get deeper and deeper into the game.  As a fan of the Settlers games, I love city building and production chains and economic structures all on their own; but at the same time, I'd love for the meta-game to have a purpose as well, just beyond spreading the story of moving from point A to point B (ala Settlers 7: Paths to a Kingdom).

Okay, ranting done.  Thankya.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on October 23, 2012, 07:05:24 pm
After reading the latest blog post, I thought I'd post here, instead of the comments section there.

The meta-game focus will be political, moving up the ranks, gaining favors, trying to make friends and kick the enemies in the arse; but will you be able to break totally away from the Empire? Could you gather enough prestige and wealth to start your own? Or how far up can you go in the Empire if you do act as their loyal and happy lapdog?

I'd love for Clockwork Empires to be sorta open-ended, and yet so full to do just about anything you want as you get deeper and deeper into the game.  As a fan of the Settlers games, I love city building and production chains and economic structures all on their own; but at the same time, I'd love for the meta-game to have a purpose as well, just beyond spreading the story of moving from point A to point B (ala Settlers 7: Paths to a Kingdom).

Okay, ranting done.  Thankya.
+1

Though... if you can't do it right.  Don't.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shades on October 24, 2012, 03:36:45 am
I'd love for Clockwork Empires to be sorta open-ended, and yet so full to do just about anything you want as you get deeper and deeper into the game.  As a fan of the Settlers games, I love city building and production chains and economic structures all on their own; but at the same time, I'd love for the meta-game to have a purpose as well, just beyond spreading the story of moving from point A to point B (ala Settlers 7: Paths to a Kingdom).

That would be nice, there is nothing worse than getting your empire working how you like and then mission complete and you have to start again. (okay there are plenty of worse things, but it's still frustrating) One of the things that put me off blackspace (which thankfully failed it's kickstarter, as I couldn't work out a way to cancel my pledge)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 06:00:42 am
Ding update:

there are several factions you can earn prestige off and this prestige then lets you request stuff from the faction you have earned prestige with.

Check gaslamp games home website for more info
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 24, 2012, 06:02:25 am
Just a quick note - we're trying to post something game development related on the blog every Tuesday. 

Thanks for the continued interest guys, it means a lot to us.

If I had a diary I'd be making a note in it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 06:15:39 am
hey Daniel will there be beta and alpha testing for clockwork empire ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on October 24, 2012, 06:28:30 am
Just a quick note - we're trying to post something game development related on the blog every Tuesday. 

Thanks for the continued interest guys, it means a lot to us.
Awesome. Will have to add that to the list of things to look forward to every week.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 24, 2012, 07:40:48 am
there is nothing worse than getting your empire working how you like and then mission complete and you have to start again.
And yet having it all crumble in fame is actually a very preferred way.  Roguelikes make you think weird.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shades on October 24, 2012, 08:46:13 am
there is nothing worse than getting your empire working how you like and then mission complete and you have to start again.
And yet having it all crumble in fame is actually a very preferred way.  Roguelikes make you think weird.

The difference is you let (or are unable to prevent) it crumble, rather than a 'well done, good job, now we are taking that off you and you get to start again'.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 24, 2012, 09:04:38 am
there is nothing worse than getting your empire working how you like and then mission complete and you have to start again.
And yet having it all crumble in fame is actually a very preferred way.  Roguelikes make you think weird.

The difference is you let (or are unable to prevent) it crumble, rather than a 'well done, good job, now we are taking that off you and you get to start again'.

Warzone 2100 handled that one incredibly well.  You finish a level and then it simply opens up more of the map for you.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: LoSboccacc on October 24, 2012, 09:24:57 am
...and when you moved to a next level, you used a dropship from the main base, with the main base providing reinforcements at its production rate
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: RedKing on October 24, 2012, 09:29:42 am
Had kind of put this one on my back burner of interest...really liking what I'm reading so far.  :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 24, 2012, 09:56:51 am
Hm. What about something similiar to the 'home city' feature of Age of Empires 3? You complete missions, goals, and optional objectives from the various factions, and upgrade your starting location with the features/resources/ect. that you'd like, providing bonuses for while you're doing the missions and changing how the meta-game plays?

For example, you run through the first few goals for the Empire, setting up basic trade for cheap beer and wood, starting resources.  But then you get an optional objective from say, the Stahlmarkians, and they want you to do something that goes against the Empire.  You do it, and fail an original objective, but complete the mission.  When you get back into the Meta-Game, you get a warning from the Empire, and only gain part of the promotion, but the Stahlmarkians' thank you in private, and give you a favor that could more than make up for it. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on October 24, 2012, 10:08:53 am
Alright, so we have the Clockwork Empire, Stahlmark, Imperial Novyrus, République Mécanique... I wonder what other nations will be around :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 24, 2012, 12:06:45 pm
hey Daniel will there be beta and alpha testing for clockwork empire ?

Definitely!  We hope to have a playable game for people to start trying to crash/break by Feb/March.  I'll keep you guys up to date =)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 24, 2012, 12:12:17 pm
Will this be some lame Kickstarter "pay to be an alpha tester" or is the alpha/beta going to be a demo and full version for pay?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 12:24:24 pm
hey Daniel will there be beta and alpha testing for clockwork empire ?

Definitely!  We hope to have a playable game for people to start trying to crash/break by Feb/March.  I'll keep you guys up to date =)

woop cant wait till early next year now :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on October 24, 2012, 12:41:13 pm
Will this be some lame Kickstarter "pay to be an alpha tester" or is the alpha/beta going to be a demo and full version for pay?
They said they're going traditional, making the game and then selling it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 24, 2012, 12:41:36 pm
Will this be some lame Kickstarter "pay to be an alpha tester" or is the alpha/beta going to be a demo and full version for pay?

We won't make you pay to be an alpha/beta tester.  We'll likely just run this the way we did with Dredmor, where we just pick some people who get access to the builds as they come out, we get feedback from you guys, and eventually you'll probably end up with whatever build was one step from our GM copy.

As a rule, we're not fans of Kickstarter.  The only reason we'd run something like that is if we absolutely needed the money to get the game finished, and that doesn't look like it will happen at this point.  Even then, we'd have alpha and beta testers who weren't KS backers, because honestly, you guys probably know a lot more about testing than the average KS backer ; )
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on October 24, 2012, 12:46:33 pm
...you guys probably know a lot more about testing than the average KS backer ; )

You mean that instead of just playing it, we will start by thinking how the game can be broken as efficiently as possible? Trying to figure out things the game can't react to? Just making so large projects overall that the game engine simply can't handle them?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 24, 2012, 12:49:26 pm
As someone who's designed a Turkey Box of Horror to train infant dwarves into scared and powerful killing machines by age 12, I think I can rightfully say that at least half of the Bay12 community knows how to exploit facets of a game by forcing them together until it becomes broken.  Game mechanics are not rules.  They are tools.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 12:56:51 pm
So will we not be able to preorder at that point to be able to alpha/beta test or will you just only pick guys at random ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on October 24, 2012, 01:02:50 pm
This talk of exploiting things sparked a couple of questions in my head. More precisely questions about conveyors and automation.

This (http://www.gaslampgames.com/wp-content/uploads/2012/09/how_production_works.jpg) shows a simple one destination conveyor, that can apparently filter what it takes in. Useful for combined stockpiles I presume, but how do they deal with overflow of one resource? Lets say a factory requires iron and wood, with no proper filtering if you run out of either of them, the other resource would fill up the input stockpile and make future production impossible. Or do supplier conveyors(as opposed to those who shuffle things between stockpiles) respond to the demands of their corresponding factories? Can you "reserve" stockpile space, making it impossible to fill it with the wrong type of resources and how do conveyors react to a filled stockpile?

And how would one deal with having a central stockpile and 2 factories that require an equal amount of resources? It would work fine(I presume) when the stockpile is filled, but when it isnt, does one of the supplying conveyors get precedence and always get incoming resources? Basically is there automatic flip-flopping of supplied conveyors? Or could you construct a flip-flop gate on a single conveyor, causing it split into two factories with both getting 50% of the supplied resources? (Sorry if the flip-flop thing isnt proper terminology, I'm just thinking in terms of Spacechem. On that note you should try out Spacechem if you havent, it deals precisely with this sort of automation.)

On another note, lets say you have 2 mayor stockpiles, one on one end of the map and one on the other. Is it possible to connect them with conveyors in such a way that they would always stay balanced, or are conveyors only useful for one-way transporting?

And lastly, can you change the amount of resources that a conveyor transports, so you could change the supply depending on how much a factory requires, and according to your whims?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 24, 2012, 01:31:35 pm
Will this be some lame Kickstarter "pay to be an alpha tester" or is the alpha/beta going to be a demo and full version for pay?

We won't make you pay to be an alpha/beta tester.  We'll likely just run this the way we did with Dredmor, where we just pick some people who get access to the builds as they come out, we get feedback from you guys, and eventually you'll probably end up with whatever build was one step from our GM copy.

As a rule, we're not fans of Kickstarter.  The only reason we'd run something like that is if we absolutely needed the money to get the game finished, and that doesn't look like it will happen at this point.  Even then, we'd have alpha and beta testers who weren't KS backers, because honestly, you guys probably know a lot more about testing than the average KS backer ; )

I will trade you my firstborn child if you let me into the alpha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 24, 2012, 01:36:35 pm
I presume that a factory with multiple inputs will have multiple inputs.  That is to say, two loading zones.  One for iron, one for wood.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 24, 2012, 01:39:39 pm
If you're watching this thread, your chances of getting early access to the game are good ; )

As for the conveyor belts, I can't give you specific answers yet.  The thought process behind them is an automation of the otherwise human-intensive job of "hauling stuff".  It's likely that, as in real life, automating these processes sacrifices versatility for very specific use-case efficiencies.  It's therefore also likely that, in many cases, a conveyor belt won't be the best option.  But if you have a constant need for a particular commodity, and you invest heavily in one specific path to that commodity, conveyor belts will be your friend.

Also, I love Spacechem =)  However, if resource management in Clockwork Empires ever gets to that level of complexity, I think we have probably diverged too far from the game we set out to make.  I know more than a few people who have played that game, and only 2 that have completed it, including Zach.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on October 24, 2012, 01:43:52 pm
As someone who's designed a Turkey Box of Horror to train infant dwarves into scared and powerful killing machines by age 12, I think I can rightfully say that at least half of the Bay12 community knows how to exploit facets of a game by forcing them together until it becomes broken.  Game mechanics are not rules.  They are tools.

I'm going to guess that the fact that Bay 12 places book on ethics and morality under "fiction" is also a large factor on those things being born... We are probably not alone in love for complexity and mechanic exploitation.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Simmura McCrea on October 24, 2012, 01:44:34 pm
Why did no-one tell me about this sooner? D:
Take my money yadda yadda yadda do want.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 24, 2012, 01:52:03 pm
As someone who's designed a Turkey Box of Horror to train infant dwarves into scared and powerful killing machines by age 12, I think I can rightfully say that at least half of the Bay12 community knows how to exploit facets of a game by forcing them together until it becomes broken.  Game mechanics are not rules.  They are tools.

I'm going to guess that the fact that Bay 12 places book on ethics and morality under "fiction" is also a large factor on those things being born... We are probably not alone in love for complexity and mechanic exploitation.
Insanity is optional, but encouraged.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on October 24, 2012, 01:52:12 pm
If you're watching this thread, your chances of getting early access to the game are good ; )

As for the conveyor belts, I can't give you specific answers yet.  The thought process behind them is an automation of the otherwise human-intensive job of "hauling stuff".  It's likely that, as in real life, automating these processes sacrifices versatility for very specific use-case efficiencies.  It's therefore also likely that, in many cases, a conveyor belt won't be the best option.  But if you have a constant need for a particular commodity, and you invest heavily in one specific path to that commodity, conveyor belts will be your friend.

Also, I love Spacechem =)  However, if resource management in Clockwork Empires ever gets to that level of complexity, I think we have probably diverged too far from the game we set out to make.  I know more than a few people who have played that game, and only 2 that have completed it, including Zach.
Ah, excellent. I am very much partial to more complexity, but Spacechem is indeed a bit much. Good that you have the specific role thought out, not doing that generally leads to feature creep. Would be appreciated if you were to put in some basics though, kinda like how DF computation stems entirely from the fact that pressure plates react to water. You can do some awesome stuff with relatively simple tools.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 24, 2012, 02:21:43 pm
All that we really need is to have it be turing complete.  Then we can do anything with it!


Looking forward to see how this develops.  Real excited for it!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: micelus on October 24, 2012, 02:29:30 pm
Just finished reading the thread and I really hope this game succeeds. PTW.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on October 24, 2012, 02:37:04 pm
I wish this game came out today.

My question is, other than airships, what other transports will you have? Trains I assume, but are steam powered cars and tanks a option?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on October 24, 2012, 02:56:39 pm
If there are conveyor belts, be sure there is the possibility of slipping and accidentally falling onto one if adequate railings/protection isn't in place. Nothing quite like finding out your city's rations for the month have unexpected protein, or finding your paper wasn't entirely made from tree pulp... And considering the history of industry, it wouldn't be too far from the truth even IRL, let alone a setting with eldrich horrors.

Which could either be abstracted out as a simple 'this item is worse for your sanity than it otherwise would be' or produce special, usually negative, variations on items. Or even more in detail, produce said special items depending on the sanity and attributes of those operating the facility. A relatively normal person cleans out the mechanisms; an insane one rearranges the parts as they go in for maximum interfacing with the production. Like a table, with its legs being  arms and actual legs, as opposed to simply mashing the unfortunate person into the product.
Those would then become a sort of negative artifact, collected by cultists for their devious rituals.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 03:18:01 pm
I don't think everything done by the cultists should be negative. I want to be able to work with them and it would be nice if they were a faction, but living inside your colony so maybe having different factions of people as well similar to living classes; poor, middle class, military, nobles Ect...  I want to be able to work with the cultists and worship Cthulhu
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on October 24, 2012, 03:39:28 pm
I have a sudden and tremendous urge to plug cthulhu into a power generator and use him to light up the east coast.

Will... will we be able to do that? Run our gristle mills on eldritch abominations and grind their juju to make our bread? The monolithobelisk thing sounded interesting but I want to actually shove an electrical socket into Dagon's nethers and power a chainsaw from it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on October 24, 2012, 03:52:25 pm
I have a sudden and tremendous urge to plug cthulhu into a power generator and use him to light up the east coast.

Will... will we be able to do that? Run our gristle mills on eldritch abominations and grind their juju to make our bread? The monolithobelisk thing sounded interesting but I want to actually shove an electrical socket into Dagon's nethers and power a chainsaw from it.
The concept art on their blog says yes.
(http://www.gaslampgames.com/wp-content/uploads/2012/10/sanitarium_with_obelisk.jpg)
Clean-burning madness indeed.

EDIT: Ah, you already saw that. I dont really see how sticking a steam pipe up cthulhus nether regions doesnt qualify though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on October 24, 2012, 04:01:52 pm
That's a little more, hrm... symbiotic than I was thinking. Less feeding them crazy people more sticking them to a crucifix with steam powered harpoons and a constant stream of debilitating electricity. Siphoned from what the critter itself is being used to generate. That sort of thing. Less cult, more going ‼SCIENCE‼ on their antediluvian arses.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 24, 2012, 04:12:25 pm
Hmm...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on October 24, 2012, 04:18:48 pm
I personally approve of science eldridth.  Prodding an Obelisk with 20,000 volts and collecting the liquid rage that boils out, and burning it to produce energy.  That sounds fun.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 24, 2012, 04:56:49 pm
Hmm...

Something tells me electrified crucifixes will not be featured in the game :p

Also Daniel you mentioned factons within the game which when you do favours for them will let you ask for favours back what sort of factions are you thinking of including ? And also will your colonists also worship a religion and will these feature as factons ? I really just want to have a whole colony of cultists and it be feasible to play like that :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 24, 2012, 05:15:36 pm
I want you to do that too!

Again, I think it's important to state that the faction prestige system is really just an attempt at taking a meta-game system that is initially designed to inject causality into consecutive play sessions, and drape it with a system which seems well-suited to exploring the background of the world.  It's currently in proposal stage, and we're not set on anything; its survival has a lot to do with how much traction the idea gets, as well as the art and programming costs of making such a thing complete enough that the game feels better with it than without.

However, the current proposal's list of factions for which you can gain prestige includes the Empire, the various other nations you might find, and a few organized groups of the more horrific creatures that inhabit the world.

The system heavily pre-supposes that the random game-breaking things that you are able to do with prestige rewards are by no means necessary in order to explore the game.  Rather, the benefit of having them should simply serve as an impetus to explore the factions, what they want, and why.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on October 24, 2012, 06:21:58 pm
Hmm...

Something tells me electrified crucifixes will not be featured in the game :p
Ah, right, that silly cultural... something or other. What about the rack? Would racked cthulhu be acceptable?

Gods alive now I'm thinking about the Plutonian Pope's Pear of Power Generation and you know what? That is a terrible, terrible thought. I blame you, Script. This is your fault :P

Anyway, faction stuff definitely sounds neat. Not much to say beyond that, I guess.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 24, 2012, 08:25:02 pm
This talk of exploiting things sparked a couple of questions in my head. More precisely questions about conveyors and automation.

This (http://www.gaslampgames.com/wp-content/uploads/2012/09/how_production_works.jpg) shows a simple one destination conveyor, that can apparently filter what it takes in. Useful for combined stockpiles I presume, but how do they deal with overflow of one resource? Lets say a factory requires iron and wood, with no proper filtering if you run out of either of them, the other resource would fill up the input stockpile and make future production impossible. Or do supplier conveyors(as opposed to those who shuffle things between stockpiles) respond to the demands of their corresponding factories? Can you "reserve" stockpile space, making it impossible to fill it with the wrong type of resources and how do conveyors react to a filled stockpile?

And how would one deal with having a central stockpile and 2 factories that require an equal amount of resources? It would work fine(I presume) when the stockpile is filled, but when it isnt, does one of the supplying conveyors get precedence and always get incoming resources? Basically is there automatic flip-flopping of supplied conveyors? Or could you construct a flip-flop gate on a single conveyor, causing it split into two factories with both getting 50% of the supplied resources? (Sorry if the flip-flop thing isnt proper terminology, I'm just thinking in terms of Spacechem. On that note you should try out Spacechem if you havent, it deals precisely with this sort of automation.)

On another note, lets say you have 2 mayor stockpiles, one on one end of the map and one on the other. Is it possible to connect them with conveyors in such a way that they would always stay balanced, or are conveyors only useful for one-way transporting?

And lastly, can you change the amount of resources that a conveyor transports, so you could change the supply depending on how much a factory requires, and according to your whims?

First of all, I love the idea behind that linked production schematic; although I hope it is more free-form than, say, Starcraft's building modules, where you are limited to one or two things per building.  I mean, what if I want to add a Boiler onto the Butcher shop?!?  What do you mean I can't?  Isn't the traditional cooking method to boil meat into a glue-like substance, and then eat with large quantities of booze?  Sure, maybe it wouldn't produce usable food, instead rendering everything into fat or glue, but maybe I need a large quantity of that for a project.  (Still, I understand how you'd have to program every possible interaction in, and thus have a limited selection of 'usable' modules with each building.)

One of the games that I love, have played a lot of, and am now starting to itch to play again is Pharaoh (http://www.amazon.com/exec/obidos/ASIN/B00006FXDV/heavengames).  Specifically, I'm thinking of the Storage Yard, and how storage works in general.  You can easily edit the building via an interaction menu (right click, I think, then checkboxes) to set it to accept, get, or reject specific goods of the type it can hold.  But you can also set it to hold 25%, 50%, 75% or 100% of each item.  If you set it to "Accept", then it holds whatever is brought in, or your workers can actively go "Get" the required item/amounts.  Perhaps that would be a decent approach?

Another benefit to the way Pharaoh handles storage & items is that you can set certain Storage Yards (close to the production area, for example) to "Accept", and then have other Storage Yards across the city that are set to "Get".  This way, goods are first filled by the harvesters into the close SY's, only going to the others when they overflow; meanwhile, workers from the "Getting" SY's are actively bringing the goods closer to where you need them.  (Here (http://pharaoh.heavengames.com/faqs/bazaars.shtml) is perhaps a better explanation.)

EDIT:  One other thing that I loved about Pharaoh was the ability to prioritize jobs.  Everything was broken down into nine main job types, and you could set the priority of each from 1-9.  (With no duplicates, just a strict 1 through 9.)  If you were short of workers (population), then the high-priority jobs would be fully staffed, and the lowest priority barely staffed.  Some kind of mechanic like this was needed, because you could not assign laborers to a specific job or building; it was all based on population.

Which gives rise to the question, will there be any kind of unemployment rate penalties?  I mean, if you have 20 extra people with nothing to do, what will they do?  Perhaps (based on their job-preferences & such) they'll go out doing preferential type activities, possibly giving your colony a 'bonus discovery' or stirring up some extra trouble?  Or maybe they just wander around getting drunk & causing trouble.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Professor Zephyr on October 24, 2012, 09:37:38 pm
Well, as I understand from the Sogwood post the colony is initially going to be downright dwarven in terms of alcohol consumption. So if there are unemployed people I suspect they will be drunkenly stumbling into Perfectly Safe situations involving machinery or the Extremely Loyal eldritch creatures you decided to 'ally' with.

Although I suppose there could be some "Anybody can do this and it always needs doing" sort of task. Picking berries, cleaning the Absolutely Sterile blood stains off of walls, donating their bodies to science, something along those lines. Not sure I like the idea of there being a bonus for having unemployed people.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 24, 2012, 09:39:50 pm
Hmm...

Something tells me electrified crucifixes will not be featured in the game :p
Ah, right, that silly cultural... something or other. What about the rack? Would racked cthulhu be acceptable?

Stop trying to plug things into Cthulhu.  Eldritch abominations are not a viable source of electricity.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 24, 2012, 09:43:01 pm
I remember playing the old Pharaoh's games, myself.  I enjoyed watching buildings auto-upgrade whenever the required resources were available.  At the time, I was too young to dig into the depths, and let it do its own thing with the default settings for the buildings and whatnot.

But in response to your population question, Urist McSpike, what do you think about unemployment having a minor happiness/madness hit, while the Colonial Employment Bureau provides them make-work? Random hauling jobs, street cleaning? Doesn't pay very much, but they could perhaps get a token for booze every day, to provide for their basic survival.  This makes expanding the basics more meaningful, as it stops the negative economic hit.

In the article 'Storytelling as Game Design', they talked about the starting buildings produced by those who didn't have any work, makeshift and dirt cheap huts and the like.  They could become slums and be really ugly should unemployment get too high.  They could also negatively affect traffic/logistics/hauling/jobs that go through the 'slums' area, pesturing and begging.   I like that better than just going 'oh, they're unemployed and thus unhappy', although if it gets too bad, I do expect some of them to leave.

Another thought on that, of course, would be that otherworldly creatures could more easily slip into slums unnoticed, compared to the other places of your city.  Guard patrols are less, crime is higher, lawlessness would be common... poisoned opium, really bad booze... Yeah, that could get so messy.  Could make gathering madness alot easier, though.  But that's only if you have some way of using it for anything other than regular -FUN-.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on October 24, 2012, 10:09:05 pm
Stop trying to plug things into Cthulhu.  Eldritch abominations are not a viable source of electricity.
Lies! If you can make it spin, you can make it generate electricity. Given enough steam and sufficient gears*, we can make Cthulhu spin. And then power our automatic tea brewers with the energy. Live the dream.

*And possibly a really big hamster ball, I'unno.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Xgamer4 on October 24, 2012, 11:25:26 pm
All that we really need is to have it be turing complete.  Then we can do anything with it!


Looking forward to see how this develops.  Real excited for it!

Look at what you've done. Just look at it. (https://twitter.com/GaslampGames/status/261186238806114304)
Quote
The Bay 12 Forums have spoken: "Make sure Clockwork Empires is Turing-Complete and we don't care about anything else." Your word is law.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: wolflance on October 25, 2012, 01:16:01 am
All that we really need is to have it be turing complete.  Then we can do anything with it!


Looking forward to see how this develops.  Real excited for it!

Look at what you've done. Just look at it. (https://twitter.com/GaslampGames/status/261186238806114304)
Quote
The Bay 12 Forums have spoken: "Make sure Clockwork Empires is Turing-Complete and we don't care about anything else." Your word is law.

Suddenly I feel being part of the Bay12 community is so awesome. Well, it already is, but now it is even more awesomer.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: megaloptus on October 25, 2012, 03:40:44 am
It would be awesome to have a plague mechanic. I want the possibility to play a very sad, perilous game where the citizens are barely getting by, as the nobles live in the rich areas highly impervious to plague due to better containment and availability of elixirs and whatnot. Then the citizens form a revolt that gets put down immediately because the commoners are dying off from the plague. And the commoners that refuse to die of hunger or the plague join a criminal underworld where they take what they need in force. The military constantly combats the strife within the city, as well as possibly other empires. It would be grounds for complete chaos. It should be sustainable for the amount of time suitable for a decent play session, unlike other games where if your city is going to shit, you lose the game.

Or, an awesome, bright, happy game where everyone lives a happy life. Nobles are rich and satisfied, as the humble commoners of the middle class work honest jobs as farmers, miners, etc etc. The military will hardly be put to use, other than to ward off attacks from wolves that roam the woods outside the city.

First concept is heavily influenced by Dishonored.  :D

The power of choice is what will make this game perfect, in my opinion.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on October 25, 2012, 04:50:27 am
If you're watching this thread, your chances of getting early access to the game are good ; )
...
Also, I love Spacechem =)  However, if resource management in Clockwork Empires ever gets to that level of complexity, I think we have probably diverged too far from the game we set out to make.  I know more than a few people who have played that game, and only 2 that have completed it, including Zach.

You tease! Sounds exciting can't wait to potentially test this game out, loving the blogs you guys put up and have read everyone of them. Plus i own DoD and thoroughly enjoyed it while i played it.

And yeah while Spacechem is a decent game, you don't want that kind of complexity in your face, but then again we all play DF here...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on October 25, 2012, 05:02:45 am
And yeah while Spacechem is a decent game, you don't want that kind of complexity in your face, but then again we all play DF here...
I think its other people that they are concerned about. DF sits comfortably in a niche of a niche, meaning it has a strong and specific fanbase that it caters to. Works pretty well for Toady with the donation model, but if you are making a game for actually selling, you need some mass appeal.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on October 25, 2012, 05:26:46 am
I can play dwarf fortress but by spacechem's fourth non tutorial stage I almost tossed my computer off the window, and then stopped playing it for good. Not my kind of fun complexity at all. Also good to see our ideas are valued by the devs.
And yes, crucified Cthulhu power plant is a great idea. F*** religious taboos. (not that anyone cares much, I'd be more concerned if it had some Islamic imagery. :p )
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 25, 2012, 05:38:57 am
I remember playing the old Pharaoh's games, myself.  I enjoyed watching buildings auto-upgrade whenever the required resources were available.  At the time, I was too young to dig into the depths, and let it do its own thing with the default settings for the buildings and whatnot.

But in response to your population question, Urist McSpike, what do you think about unemployment having a minor happiness/madness hit, while the Colonial Employment Bureau provides them make-work? Random hauling jobs, street cleaning? Doesn't pay very much, but they could perhaps get a token for booze every day, to provide for their basic survival.  This makes expanding the basics more meaningful, as it stops the negative economic hit.

In the article 'Storytelling as Game Design', they talked about the starting buildings produced by those who didn't have any work, makeshift and dirt cheap huts and the like.  They could become slums and be really ugly should unemployment get too high.  They could also negatively affect traffic/logistics/hauling/jobs that go through the 'slums' area, pesturing and begging.   I like that better than just going 'oh, they're unemployed and thus unhappy', although if it gets too bad, I do expect some of them to leave.

Another thought on that, of course, would be that otherworldly creatures could more easily slip into slums unnoticed, compared to the other places of your city.  Guard patrols are less, crime is higher, lawlessness would be common... poisoned opium, really bad booze... Yeah, that could get so messy.  Could make gathering madness alot easier, though.  But that's only if you have some way of using it for anything other than regular -FUN-.

Well, if you really want to dig into the complexity of Pharaoh, you owe it to yourself to check out [ur=http://pharaoh.heavengames.com/l]Pharaoh's Heaven[/url] (or if you like city builders in general, as the Heaven Games portal has sub-pages for many of them).

And yes, I was thinking of the 'Storytelling as Game Design' post myself.  It sounds like there are two classes of workers - the 'overseer', who manages the work, and the 'common labourer', who does the work.  I was reminded of the Pharaoh worker model, as it sounds like the overseer will take whatever workers are available, up to the limit for the building, job, or maybe their ability to manage.  (I could see a workshop having a set maximum, but woodcutting would be limited by how many workers you could manage.)

I was generally thinking about the same for unemployment; but why stop there?  If they're modelling citizens as having job preferences, then why not add that in for potential profit or trouble?  If a Naturalist is out of work, why would they sit around the booze stockpile complaining of the lack of work, when they could be out wandering the wilds, indulging in their hobby?  Or, in game terms - wandering the map without a guard assigned, meaning they could get killed & cause unhappiness.  Maybe they'd stir up the natives with their trespassing, or even stir up an ancient evil that just wants to keep sleeping.  Then again, maybe they'd make an important discovery that would give some kind of bonus to the colony.  Of course, that's if they're modelling every citizen, and not just the overseers.  Then again, unemployment could count against both classes - generic drunk troublemaking commoners, and idle, do-as-I-please overseers who could cause their own special blend of trouble.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 25, 2012, 06:01:32 am
Or that bored and out of work naturalist could start to produce drugs and sell them to the rest of your colony ? you know like how the poorly paid chemist teacher goes to making meth :P

EDIT : I also went back to the front page this game is going to be multiplayer as well.... Damn you production time!!.. even though i do like to coperate with my friends sometimes i would also like a head to head mode where you are competing against a friend
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 25, 2012, 07:51:28 am
All that we really need is to have it be turing complete.  Then we can do anything with it!


Looking forward to see how this develops.  Real excited for it!

Look at what you've done. Just look at it. (https://twitter.com/GaslampGames/status/261186238806114304)
Quote
The Bay 12 Forums have spoken: "Make sure Clockwork Empires is Turing-Complete and we don't care about anything else." Your word is law.

Holy crap hahahaha

That is awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on October 25, 2012, 07:52:44 am
And yeah while Spacechem is a decent game, you don't want that kind of complexity in your face, but then again we all play DF here...
I think its other people that they are concerned about. DF sits comfortably in a niche of a niche, meaning it has a strong and specific fanbase that it caters to. Works pretty well for Toady with the donation model, but if you are making a game for actually selling, you need some mass appeal.

Yeah it needs to be accessible to the unwashed masses.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on October 25, 2012, 08:30:43 am
Or that bored and out of work naturalist could start to produce drugs and sell them to the rest of your colony ? you know like how the poorly paid chemist teacher goes to making meth :P

EDIT : I also went back to the front page this game is going to be multiplayer as well.... Damn you production time!!.. even though i do like to coperate with my friends sometimes i would also like a head to head mode where you are competing against a friend
Or that bored and out of work naturalist could find a new hobby in favorite eldritch cult chapter past-times...  sanity roulette and bingo.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 25, 2012, 09:35:55 am
I actually think the 'Overseer' class of characters won't have to deal with unemployment.  They're already employees of the cities regime.  They'd have special skills and whatnot that make them generally more profecient, and specialized, than the commoners.   Also, its more logical that a second overseer can be put on the same job with a fully staffed one to help increase the production effeciency and whatnot. 

But I do like the idea of these specialized overseer characters doing something of their own based on their preferences.  Maybe sorta like a leveling up mechanism that's tied into short, scripted plots based on the travel (or adventure) they are doing.   An example:

Spoiler (click to show/hide)

Yes, I used the name from the Storytelling as Game Design.  I just have no experience writing in that way.  But I imagine they could pop up as if on one or two diary pages, just to breath life and a sense of advancement into the game.

P.S.: I'mma going to check Pharaoh's Heaven out, Urist McSpike.  As for city building games, I do indeed enjoy them.  As of this moment, I got a bunch of them installed, and I play many of them regularly.  Tropico 4 and the Anno games especially.  Children of the Nile Enhanced Edition is also nice.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 25, 2012, 11:48:50 am
It would be awesome to have a plague mechanic. I want the possibility to play a very sad, perilous game where the citizens are barely getting by, as the nobles live in the rich areas highly impervious to plague due to better containment and availability of elixirs and whatnot. Then the citizens form a revolt that gets put down immediately because the commoners are dying off from the plague. And the commoners that refuse to die of hunger or the plague join a criminal underworld where they take what they need in force. The military constantly combats the strife within the city, as well as possibly other empires. It would be grounds for complete chaos. It should be sustainable for the amount of time suitable for a decent play session, unlike other games where if your city is going to shit, you lose the game.

Or, an awesome, bright, happy game where everyone lives a happy life. Nobles are rich and satisfied, as the humble commoners of the middle class work honest jobs as farmers, miners, etc etc. The military will hardly be put to use, other than to ward off attacks from wolves that roam the woods outside the city.

First concept is heavily influenced by Dishonored.  :D

The power of choice is what will make this game perfect, in my opinion.

What I took from this: Please let us lose slowly.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 25, 2012, 01:38:19 pm
I actually think the 'Overseer' class of characters won't have to deal with unemployment.  They're already employees of the cities regime.  They'd have special skills and whatnot that make them generally more profecient, and specialized, than the commoners.   Also, its more logical that a second overseer can be put on the same job with a fully staffed one to help increase the production effeciency and whatnot. 

P.S.: I'mma going to check Pharaoh's Heaven out, Urist McSpike.  As for city building games, I do indeed enjoy them.  As of this moment, I got a bunch of them installed, and I play many of them regularly.  Tropico 4 and the Anno games especially.  Children of the Nile Enhanced Edition is also nice.

Pharaoh's Heaven is one that I've visited a lot, when I was playing Pharaoh.  There are a lot of fiddly details to that game that just aren't obvious, and PH has a lot of posts from people who dug into the details.  I haven't really looked at many of the other portals on the main site, but I do know they focus on city builders.  (Which is a genre I enjoy.)

Overseers...  I used that term because I wasn't sure what else fit, and I didn't see anything from Gaslamp on it; and I hadn't had much coffee yet.  Hmm...  Gentry, I guess?  Gentry & Commoners, maybe.  I do know they mentioned class (in the marriage bit, in the 'Storytelling as Game Design' post), although I didn't see any specifics on it.  From that post, it sounds like the Gentry will be your main labor bottleneck, as they oversee the shop, or grab labourers to go cut down trees; so probably unemployment for them won't be much of an issue.  But it could, through poor player design (or good experimental design).  I could see it applying a lot more to the commoners, but I'd think it'd be enhanced for the gentry (if it's even a factor).

Still, Zangi & ScriptWolf raised the idea about characters doing their own thing on the side, and you suggested a random encounter mechanic, with a possible bonus or penalty.  Even ScriptWolf's idea of the 'Breaking Bad' Naturalist could... possibly... give some kind of bonus... (Extra bravery for soldiers?  Like melting the fat off a dwarf!)  Or Zangi's idea about switching (or gaining new) hobbies would add a certain randomness to long-term game play.

Actually, hobbies are one thing I wonder about, Daniel.  The blog indicates that characters will have job preferences, but how detailed will it go?  Will there be hobbies, of sorts, or will they just be abstracted from preferences?  (Then again, maybe I'm reading too much into the bit about "In other words, someone working a job they have an inappropriate skill set for will become unhappy".)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 25, 2012, 02:21:56 pm
You guys are awesome =D

I actually had a conversation with one of my friends for about an hour where he was telling me about Pharaoh and how the game solves a lot of the problems we're facing.  I just bought it.  Research must be done!

Honestly, the limit on the detail in character traits is processing power, not the data entry.  Every trait modifies the weights of potential objectives for each person, and these computations can get really big the more detail you give a character.  We're working on ways of making traits visible to the player as cheaply as possible.  We have Top Men working on it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on October 25, 2012, 02:26:17 pm
I wonder how Toady does it. I mean, dwarfs all have personal preferences, ya? They don't really impact the gameplay to the extent it seems one would want in this game, though...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on October 25, 2012, 02:35:04 pm
I wonder how Toady does it. I mean, dwarfs all have personal preferences, ya? They don't really impact the gameplay to the extent it seems one would want in this game, though...

Yeah, I don't think the dwarves preferences are really tied in with the AI.  I think it just makes them happy if they happen to use/look at/eat something they like.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 25, 2012, 03:24:43 pm
I wonder how Toady does it. I mean, dwarfs all have personal preferences, ya? They don't really impact the gameplay to the extent it seems one would want in this game, though...

Yeah, I don't think the dwarves preferences are really tied in with the AI.  I think it just makes them happy if they happen to use/look at/eat something they like.
Well it influences some jobs,(most importantly healing) and it also influences the product quality.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on October 25, 2012, 03:30:19 pm
I wonder how Toady does it. I mean, dwarfs all have personal preferences, ya? They don't really impact the gameplay to the extent it seems one would want in this game, though...

Yeah, I don't think the dwarves preferences are really tied in with the AI.  I think it just makes them happy if they happen to use/look at/eat something they like.
Well it influences some jobs,(most importantly healing) and it also influences the product quality.

That is the personality traits though right?  Its not like a dwarf that likes cobalt will make nicer cobalt chairs or seek out cobalt in any way.  Unless I'm wrong, in which case that is pretty sweet.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 25, 2012, 03:31:55 pm
I wonder how Toady does it. I mean, dwarfs all have personal preferences, ya? They don't really impact the gameplay to the extent it seems one would want in this game, though...

Yeah, I don't think the dwarves preferences are really tied in with the AI.  I think it just makes them happy if they happen to use/look at/eat something they like.
Well it influences some jobs,(most importantly healing) and it also influences the product quality.

That is the personality traits though right?  Its not like a dwarf that likes cobalt will make nicer cobalt chairs or seek out cobalt in any way.  Unless I'm wrong, in which case that is pretty sweet.
I'm pretty sure it does just that. Dwarves that like beds will make better beds for example, or so I read it on the wiki (or the forums).

Also, preferences also affect what dwarves choose when they have a strange mood.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on October 25, 2012, 03:38:04 pm
Neat.  I had no idea.  :) 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 25, 2012, 04:02:18 pm
Could do it like how Tropico 3 and 4 do it.  Your character can be customized with looks and traits that affect the economic/political systems, while the citizens are assigned standard traits, and then have three of them picked out that make them the most happy should they be fullfilled.

Its fairly easy to set up a randomly generating trait system that picks from a long list of traits, its tying those traits into the systems that affect gameplay and changes AI behavior that causes the big problem while its running constantly, I believe.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 25, 2012, 04:07:46 pm
You guys are awesome =D

I actually had a conversation with one of my friends for about an hour where he was telling me about Pharaoh and how the game solves a lot of the problems we're facing.  I just bought it.  Research must be done!

Honestly, the limit on the detail in character traits is processing power, not the data entry.  Every trait modifies the weights of potential objectives for each person, and these computations can get really big the more detail you give a character.  We're working on ways of making traits visible to the player as cheaply as possible.  We have Top Men working on it.

Pharaoh is one of, imo, the great city-builders.  Check out the Pharaoh Heaven forums though, specifically for housing blocks.  Basically, housing evolves based on what services it gets, and service buildings send out walkers along random roads; they hit a limit then turn around (or complete a loop, if that's shorter).  If you just haphazardly lay down roads & buildings, it will be inefficient.  Much number crunching was done on those forums, for optimal designs.


As for Dwarf Fortress and traits, I was wondering how much it applies.  The only things that I've known to look for are the "Likes helping others" for nurses (for prompt lunchie-munchies to the injured), or the various "Likes" for potential mayors, to avoid impossible demands.  I had been thinking of just how much it applies to individual crafts, but I've never seen any testing done about it.  For example, is a dwarf who "Likes (random weapon)" a better Weaponsmith, or one who "Likes beds" (or wood) a better Carpenter?  I'm not sure.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on October 25, 2012, 05:30:06 pm
Guys I think you're getting overexcited again. The stuff you mentioned sounds awesome but there's a point where details start taking away from the gameplay itself (like say in Aurora). Now complex personalities are all fine, fun and dandy but I don't want to have a sims game with 50 sims to manage on top of fighting off evil from beyond the edge of space while also pleasing the Empire.

Just a few general traits like favourite foods, work, locations and some misc stuff would be optimal IMHO. Influencing the persons mood and general choices they make regarding their workplace and home.

Of course you can always have some modifiers on top of that, like sanity, that could spice things up by twisiting someones favourite stuff and how they act if they're denied.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on October 25, 2012, 08:03:05 pm
I like the Tropico ideas, to a point. Having a leader avatar who is predisposed to laudanum binges and whose tenuous grasp of reality makes him a fit ambassador for eldritch horrors could be gameplay gold. That could get pretty intrusive if it's not handled well in development, though. Plus, having Drinkey McMayor stumble into a containment breach at the sanitarium's power core through random chance and instant gameover wouldn't be fun (after the first time).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 25, 2012, 08:17:59 pm
There's no reason not to be excited here.  Its all still in the planning stage of developement, meaning everything still has to be thought out, set down, written up and then tailored for the game. Most of what we're offering is advise and suggestions, mostly taken from our favorite city-building games.  Nothing bad or wrong about it.

Plus, it gets the entire community into the starting developement phase, meaning that when the game does come out, it'll be that much better for all of us.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on October 25, 2012, 08:24:11 pm
While pharaoh was a very nice citybuilder, its number-crunching aspect made it too much of a city building "game" where you plop things to maximize efficiency, instead of a city building "sim" where you can have some more flexibility in favor of aesthetics.

Zeus took some steps away from that by making the path patterns and services needed by each household much more streamlined (without losing the fun, at least for me) with less needed resources per household.
If you ask me, Emperor: RotMK was the epitome of the citybuilders, it struck a nice balance between complexity of the hosehold system and flexibility allowing a good degree of aesthetics.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Inarius on October 26, 2012, 07:54:35 am
This game reminds me a sort of "Sim Dishonored" :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on October 26, 2012, 05:13:17 pm
I demand we be able to harness Cthulhu for tea.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Teneb on October 26, 2012, 05:26:19 pm
I demand we be able to harness Cthulhu for tea.
Or at least have tea with Cthulu
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on October 26, 2012, 05:32:08 pm
Not necessarily exclusive goals!

No one said Cthulhu has to be happy about it :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on October 26, 2012, 05:32:52 pm
I want to use the oil from the blubber of lovecraftian horrors to light my study.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 26, 2012, 05:50:48 pm
And I want the ambergris (http://en.wikipedia.org/wiki/Ambergris) of lovecraftian horrors...  Insanity, the devastating new fragrance from the colonies!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Fikes on October 26, 2012, 06:03:09 pm
Guys I think you're getting overexcited again. The stuff you mentioned sounds awesome but there's a point where details start taking away from the gameplay itself (like say in Aurora). Now complex personalities are all fine, fun and dandy but I don't want to have a sims game with 50 sims to manage on top of fighting off evil from beyond the edge of space while also pleasing the Empire.

Just a few general traits like favourite foods, work, locations and some misc stuff would be optimal IMHO. Influencing the persons mood and general choices they make regarding their workplace and home.

Of course you can always have some modifiers on top of that, like sanity, that could spice things up by twisiting someones favourite stuff and how they act if they're denied.

This please. Honestly having to visit 8 different screens to figure out if my dorf was a good doctor/leader/fighter was too much.

I am all for having every individual citizen be interesting in their own right but only so long as it A) doesn't greatly increase development time, B) bog down the processor or C) cause me to do extensive research on each of my colonists to make sure the only one I pick to train in research doesn't go insane and blow up the only researchery*.

*I'd like this to be possible, but not driven by some deep seated variables "I should have checked".
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on October 26, 2012, 09:56:05 pm
Guys I think you're getting overexcited again. The stuff you mentioned sounds awesome but there's a point where details start taking away from the gameplay itself (like say in Aurora). Now complex personalities are all fine, fun and dandy but I don't want to have a sims game with 50 sims to manage on top of fighting off evil from beyond the edge of space while also pleasing the Empire.

Just a few general traits like favourite foods, work, locations and some misc stuff would be optimal IMHO. Influencing the persons mood and general choices they make regarding their workplace and home.

Of course you can always have some modifiers on top of that, like sanity, that could spice things up by twisiting someones favourite stuff and how they act if they're denied.

This please. Honestly having to visit 8 different screens to figure out if my dorf was a good doctor/leader/fighter was too much.

I am all for having every individual citizen be interesting in their own right but only so long as it A) doesn't greatly increase development time, B) bog down the processor or C) cause me to do extensive research on each of my colonists to make sure the only one I pick to train in research doesn't go insane and blow up the only researchery*.

*I'd like this to be possible, but not driven by some deep seated variables "I should have checked".

Or you could just look at one screen on Dwarf Therapist, and see who is a better doctor.  It's not about what info there is, just how accessible it is to the player.  Which is a good consideration, to be honest.  (I honestly enjoy DF, but I not without Therapist.)

Actually, I was going to stop there, but I won't.  Details are great if A) they can be easily viewed by the player or B) they are "innate", affect the game, but don't need to be completely viewed to be understood.  As an example, look at the manual for Master of Magic (150 pages), which has about 3 pages (about 1300 words) describing melee combat & how all of the bonuses work.  You don't need that detail to play the game, but it is there if you want to dig into the numbers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on October 26, 2012, 10:12:05 pm
Additionally, some of the more trivial details can be left out of UI descriptions. Having them discretely manifest during gameplay without a big UI spreadsheet displaying exactly what they do can add nuance without crowding out important things. It isn't about the number of details, it's about avoiding a tsunami of unnecessary information drowning out the important bits. Extended descriptions could exist, but should be secondary features of the UI, activated by a button, rather than the first (or only) thing that comes up.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Silfurdreki on October 27, 2012, 06:54:11 am
While pharaoh was a very nice citybuilder, its number-crunching aspect made it too much of a city building "game" where you plop things to maximize efficiency, instead of a city building "sim" where you can have some more flexibility in favor of aesthetics.

Zeus took some steps away from that by making the path patterns and services needed by each household much more streamlined (without losing the fun, at least for me) with less needed resources per household.
If you ask me, Emperor: RotMK was the epitome of the citybuilders, it struck a nice balance between complexity of the hosehold system and flexibility allowing a good degree of aesthetics.

I agree with this, in general. There is one specific element I always felt that Pharaoh was better in and that's the monuments. The Pharaoh giant pyramids made out of thousands of stone blocks always felt more impressive than the Emperor great wall made up of hundreds of loads of dirt. I also really liked the floodplain farming in Pharaoh, but the rest of the food distribution system was improved drastically in Emperor.

What I'm getting at is that is that Clockwork Empires should not neglect the "monuments". Once you have a functioning colony, they are one of the few ways to actually get something cool from your resources. I'd love to be building things like a giant cathedral dedicated to the Holy Cog or a giant obelisk that protects from (or invites, whatever floats your boat!) Cosmic Horrors from Beyond Time and Space.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on October 27, 2012, 12:32:22 pm
*snip*

I agree with this, in general. There is one specific element I always felt that Pharaoh was better in and that's the monuments. The Pharaoh giant pyramids made out of thousands of stone blocks always felt more impressive than the Emperor great wall made up of hundreds of loads of dirt. I also really liked the floodplain farming in Pharaoh, but the rest of the food distribution system was improved drastically in Emperor.

What I'm getting at is that is that Clockwork Empires should not neglect the "monuments". Once you have a functioning colony, they are one of the few ways to actually get something cool from your resources. I'd love to be building things like a giant cathedral dedicated to the Holy Cog or a giant obelisk that protects from (or invites, whatever floats your boat!) Cosmic Horrors from Beyond Time and Space.

Indeed, monument building in pharaoh was the best of all the games. Zeus's temples were cool too, but much easier and simpler, so were emperor's. But getting a great pyramid built in pharaoh took balls.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 27, 2012, 12:34:29 pm
Where can I get these pharaoh game and likewise?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 27, 2012, 12:41:09 pm
Use google, Puzzlemaker.  Although most of them can be gotten on www.gog.com these days.

I also agree that mega-projects in Clockwork Empires should be more like they were in Pharaoh.  It was awesome watching hundreds of stones being moved into place for even small pyarmids.  Then again, I'm a stickler for watching construction projects and whatnot in my games, and its even better on bigger projects. 

Tied into that, I don't want to just 'click and drop' buildings simply because the resources are in my stockpiles.  I wanna be able to see my construction crews and haulers move stuff around and build.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Xinvoker on October 27, 2012, 01:10:39 pm
I think the best monument building was in Children of the Nile.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ank on October 27, 2012, 05:00:02 pm
I think the best monument building was in Children of the Nile.

Shame the rest of the game was so terrible.
So many good ideas, so poor execution.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tobel on October 27, 2012, 07:54:53 pm
Looks good, posting to watch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Roboboy33 on October 27, 2012, 08:03:40 pm
How many easter egg are you planning to add, if any?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 30, 2012, 05:28:00 pm
Sadly, I think it's too far ahead to think about adding side-content, but who's to say, maybe some easter eggs will make it in.

Blog post today postponed til' tomorrow, as it's somewhat halloween themed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 30, 2012, 05:31:22 pm
Blog post today postponed til' tomorrow, as it's somewhat halloween themed.

Very very early tomorrow morning?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on October 31, 2012, 12:33:25 pm
I think the best monument building was in Children of the Nile.

Shame the rest of the game was so terrible.
So many good ideas, so poor execution.
Wat?

One of my favorite games of all time.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: LoSboccacc on October 31, 2012, 02:30:31 pm
Me too. The agent based city was extremely lively.

My only complaint was that it was too easy and lacked a bit of variety in building strategies.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on October 31, 2012, 03:11:22 pm
That was quite a good update. Sure hope stuff like that happens in game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on October 31, 2012, 03:34:38 pm
I enjoyed the update. It was cool.  Still, it bugs me a little that there couldn't have been more detail of what it was doing with the pipe network and whatnot.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Knight of Fools on October 31, 2012, 03:53:42 pm
This looks like it'll be an amazing game. Cautiously optimistic, here.

In fact, any game that sites Boatmurdered as a source of inspiration is made of pure win.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Silfurdreki on October 31, 2012, 04:02:22 pm
Damn you, Deputy All-Purger! I wanted to know what the possessed workers would do with all the piping. :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on October 31, 2012, 04:04:41 pm
http://www.gaslampgames.com/2012/10/31/the-story-of-shiveringhope/

Ah man.  That was fantastic.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on October 31, 2012, 04:14:25 pm
aye the update was sooo good, it was like a creepy pasta haha :P.

although i wonder if this could happen in game? if so that would be amazing even more so with the purger organization it would be cool if they just showed up at one point during your colonization and were like "seems like we have some cultists purge the town"!. Really excited for this game!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Matz05 on October 31, 2012, 04:49:53 pm
That update is hillarious! Did you read the tags? They're pretty funny too!

This game is gonna be awesome!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on October 31, 2012, 06:33:22 pm
Also Bollox :D

It's nice to see how stuff should work in regards to the metagame and emergent storytelling. Looking forward to more pieces like this (especially like the art, the style is brilliant).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 01, 2012, 10:38:20 am
A childs voice in the pipes? Takes me back to Metro 2033...

That update is hillarious! Did you read the tags? They're pretty funny too!

Also this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 01, 2012, 11:00:07 am
Kinda reminds me of all of ThreeToes' stories about Dwarf Fortress. Awesome stuff that you really hope you'll be able to do in game one day.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Labs on November 01, 2012, 12:53:07 pm
If these guys continue posting stories like this fairly regularly until release time, I may just be sated.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 01, 2012, 01:45:37 pm
If these guys continue posting stories like this fairly regularly until release time, I may just be sated.

hmm i preferred their mix of game mechanics and story i wish the last one had some game mechanic explanation of what might happen as well...

i hope we can dig underground! - Daniel can we dig underground ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Felius on November 01, 2012, 02:25:50 pm
Posting to watch, because this looks very awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 01, 2012, 03:23:13 pm
Digging will be more abstract.  You will be able to place mines to collect resources, and in the current iteration you will be able to improve them, but 3d visualization of what is actually under them will not be visible.

There are a number of things in the Halloween post that will be possible, such as calling in investigators, but like a lot of LPs, some of the details are embellishments that we honestly just couldn't convey in a way that wouldn't be total descriptive overkill (like perhaps the specific details on how the pipes are driving people mad).

The line that we have to draw about exactly how much detail gets described to the player, as I think I've mentioned, has a lot to do with how much we can meaningfully convey to players, and also a lot to do with how much time we can spend on things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 01, 2012, 03:31:38 pm
although digging will be more abstract will we still come across artifacts like the coffin ? ( please say yes )
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 01, 2012, 03:34:46 pm
Yes =)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 01, 2012, 03:35:53 pm
so so happy :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on November 01, 2012, 03:36:31 pm
You guys should include the stories like the latest blog post one with the game.  I loved reading the story that came with Alpha Centauri when I was a kid, and I can see people really enjoying these ones as well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on November 01, 2012, 03:40:13 pm
Maybe there could be some kind of prospector/diviner character able to detect the corrupting influence of these eldritch artifacts?  Or the landscape itself could be effected in some way, be that stunted/gnarled/bizarre vegetation, scorched earth or weird critters gathering around these areas.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 01, 2012, 03:41:28 pm
im sure you can call in a team of investigators to see what trouble might happen with these artifacts and then if it escalates then the purgers ( i take it both purgers and investigators will exist in game ? (( and in game will purgers have ranks like described ? ((( if so would this also count for military ? ))))
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 01, 2012, 03:45:29 pm
What about making your own weird artifacts? :D

Either deliberately, or accidentally. Perhaps an explosion at a chair factory reveals a demonic chair created by a freak lightning strike hitting just when it came off the line?

Or cultists steal a bunch of materials and make an artifact of their own, which you find some day deep in the forest? It would reflect how your colony has been built up, being based on the home-grown cultists you cultivate and the industries you build.

Just some thoughts!

e: I just realized that I didn't specify any "deliberate player-created artifacts" example in there, just two accidental ones. I can't really think of how you'd be able to DELIBERATELY make an artifact, but it is something to think aboot. :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Teneb on November 01, 2012, 03:50:46 pm
e: I just realized that I didn't specify any "deliberate player-created artifacts" example in there, just two accidental ones. I can't really think of how you'd be able to DELIBERATELY make an artifact, but it is something to think aboot. :D
If anyone can deliberately create an evil artifact, it's probably us.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 01, 2012, 03:52:26 pm
Well, of course. Cultivate cultists, "accidentally" leave some juicy materials near their hide-out, wait a while, bam. Super-artifact.

I was talking more in-game, designed-to-be-deliberate artifact-creation game-mechanics. In the game. Itself. By design.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 01, 2012, 03:57:48 pm
For whatever reason, the end of that story brought "Meet the Pyro" to mind.

Anyone care to explain why?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 01, 2012, 03:58:35 pm
The picture. Reminded ME of the Pyro, at least.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on November 02, 2012, 08:13:38 am
Digging will be more abstract.  You will be able to place mines to collect resources, and in the current iteration you will be able to improve them, but 3d visualization of what is actually under them will not be visible.

There are a number of things in the Halloween post that will be possible, such as calling in investigators, but like a lot of LPs, some of the details are embellishments that we honestly just couldn't convey in a way that wouldn't be total descriptive overkill (like perhaps the specific details on how the pipes are driving people mad).

The line that we have to draw about exactly how much detail gets described to the player, as I think I've mentioned, has a lot to do with how much we can meaningfully convey to players, and also a lot to do with how much time we can spend on things.
When dealing with mines, could you implement some kind of abstracted improvement system based on mineral veins? In a real mine, miners will follow a mineral lode/vein to completion and then do exploratory mining out from there using sensors, or even just random guessing to find a new lode in the area. Instead of just 'click button, mine level 2 now mines 25% more material!" you could have exploratory mining with a chance of finding better lodes, you could have lodes tracked individually with (hidden) amounts of material left in them. Extensive subsurface mining would require more infrastructure, so exploratory mining could increase the upkeep or whatever of the mine. At some point it may be more cost effective to establish a new mine rather than expand an old one. And of course if you want to inject a bit of realism you'd have to deal with the waste products... tonnes of earth and stone, possibly toxic gasses and slag from smelting.

Just a few ideas.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 02, 2012, 09:09:18 am
Digging will be more abstract.  You will be able to place mines to collect resources, and in the current iteration you will be able to improve them, but 3d visualization of what is actually under them will not be visible.

There are a number of things in the Halloween post that will be possible, such as calling in investigators, but like a lot of LPs, some of the details are embellishments that we honestly just couldn't convey in a way that wouldn't be total descriptive overkill (like perhaps the specific details on how the pipes are driving people mad).

The line that we have to draw about exactly how much detail gets described to the player, as I think I've mentioned, has a lot to do with how much we can meaningfully convey to players, and also a lot to do with how much time we can spend on things.
When dealing with mines, could you implement some kind of abstracted improvement system based on mineral veins? In a real mine, miners will follow a mineral lode/vein to completion and then do exploratory mining out from there using sensors, or even just random guessing to find a new lode in the area. Instead of just 'click button, mine level 2 now mines 25% more material!" you could have exploratory mining with a chance of finding better lodes, you could have lodes tracked individually with (hidden) amounts of material left in them. Extensive subsurface mining would require more infrastructure, so exploratory mining could increase the upkeep or whatever of the mine. At some point it may be more cost effective to establish a new mine rather than expand an old one. And of course if you want to inject a bit of realism you'd have to deal with the waste products... tonnes of earth and stone, possibly toxic gasses and slag from smelting.

Just a few ideas.

How about having a depth parameter, and every depth level having a certain amount of slots/openings avaible to it. Each of these can contain a mineral vein, or something else. Then you can decide which lodes get priorized, and which not. The deeper you go, the more materials are needed and such.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 02, 2012, 09:18:33 am
...the waste products... tonnes of earth and stone, possibly toxic gasses and slag from smelting.

I'm sure we can find enough ways to use those that we'll start founding mines simply to get access to them, considering the other materials we find "waste products".
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on November 02, 2012, 11:51:08 am
Wow.  Loved Dungeons of Dredmor (although I need to get the expansions and figure how to get them to play nice with the game I got from HIB), and this looks awesome. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on November 02, 2012, 12:14:46 pm
Digging will be more abstract.  You will be able to place mines to collect resources, and in the current iteration you will be able to improve them, but 3d visualization of what is actually under them will not be visible.

There are a number of things in the Halloween post that will be possible, such as calling in investigators, but like a lot of LPs, some of the details are embellishments that we honestly just couldn't convey in a way that wouldn't be total descriptive overkill (like perhaps the specific details on how the pipes are driving people mad).

The line that we have to draw about exactly how much detail gets described to the player, as I think I've mentioned, has a lot to do with how much we can meaningfully convey to players, and also a lot to do with how much time we can spend on things.
When dealing with mines, could you implement some kind of abstracted improvement system based on mineral veins? In a real mine, miners will follow a mineral lode/vein to completion and then do exploratory mining out from there using sensors, or even just random guessing to find a new lode in the area. Instead of just 'click button, mine level 2 now mines 25% more material!" you could have exploratory mining with a chance of finding better lodes, you could have lodes tracked individually with (hidden) amounts of material left in them. Extensive subsurface mining would require more infrastructure, so exploratory mining could increase the upkeep or whatever of the mine. At some point it may be more cost effective to establish a new mine rather than expand an old one. And of course if you want to inject a bit of realism you'd have to deal with the waste products... tonnes of earth and stone, possibly toxic gasses and slag from smelting.

Just a few ideas.

How about having a depth parameter, and every depth level having a certain amount of slots/openings avaible to it. Each of these can contain a mineral vein, or something else. Then you can decide which lodes get priorized, and which not. The deeper you go, the more materials are needed and such.
Mine Level 1: Clay/Sand Nodes, low chance of Common Metals like Copper or Iron.  1 Mining Crew/Job
Mine Level 2: Clay/Sand/Copper Nodes, low chance of other common metals. 2 Mining Crews/Jobs  (Or 1 Crew/Job)
Mine Level 3: Common Metals Nodes, low chance of fancier common metals like Gold/Silver.  3 Mining Crews/Jobs  (Or 2 Crews/Jobs)
Mine Level 4: Common Metals/Silver Nodes, low chance of gold/gems.  4 Mining Crews/Jobs  (Or 2 Crews/Jobs)
And keep digging deeper....

Need more workers in the mines?  Make more Mines.  I suppose you could attach the access to each individual mine... but yea, would be better to be area based if you could.  So Mines within the same area will get the same Nodes.  Mines across the map or something have distinctly different nodes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 02, 2012, 12:35:19 pm
Which is not quite what I meant.

The amount of workforce needed would be determined by the amount of nodes that you let people work on at the same time.(Best case the nature of these nodes would be determined by the map). Amount of actual workforce will probably be determined by the modules you attach to your mine. Extra elevators, steam pumps and others would be fun.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on November 02, 2012, 12:43:04 pm
Which is not quite what I meant.

The amount of workforce needed would be determined by the amount of nodes that you let people work on at the same time.(Best case the nature of these nodes would be determined by the map). Amount of actual workforce will probably be determined by the modules you attach to your mine. Extra elevators, steam pumps and others would be fun.
Well, it really depends on how the buildings are gonna be...  if the number of mines you can put up is very limited... One two or three, yes, your idea would be way better since such low numbers allows for much more detail per mine.

I was thinking along the lines of some of the city builders like... Ceasar and the Pharaoh ones.  Being able to put a large number of mines.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on November 02, 2012, 12:46:36 pm
I really want mines which are so deep they require forced ventilation and steam-powered elevator systems for the ore.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on November 02, 2012, 12:52:38 pm
Gaslamp-Daniel: is any of the madness inducing stuff going to be randomly generated?  The fate of mushroomhood was hilarious, but I have a hard time imagining a player falling for that more than once.

Although some of it sounds a bit risk-reward.  Like you know the coffin is going to do terrible things to your citizenship, but you also know its going to improve industry, so you have to decide if hooking it up to a factory is worth the risk.  Randomness would still be nice though, it would keep a sense of exploration even for longtime players.

Also:
Quote from: those tags
when crimes are committed by science criminals only science criminals can bring them to justice
So much win.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 02, 2012, 01:03:06 pm
I really want mines which are so deep they require forced ventilation and steam-powered elevator systems for the ore.
You'd need steam powered water pumps much earlier. Which might lead to a few fun things.

Dehydration of ground near the mine, and a lot of filthy water that you have to get rid from. Mine to much and then stop the production, and you might see some collapse of nearby buildings.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 02, 2012, 01:47:02 pm
Which is not quite what I meant.

The amount of workforce needed would be determined by the amount of nodes that you let people work on at the same time.(Best case the nature of these nodes would be determined by the map). Amount of actual workforce will probably be determined by the modules you attach to your mine. Extra elevators, steam pumps and others would be fun.
Well, it really depends on how the buildings are gonna be...  if the number of mines you can put up is very limited... One two or three, yes, your idea would be way better since such low numbers allows for much more detail per mine.

I was thinking along the lines of some of the city builders like... Ceasar and the Pharaoh ones.  Being able to put a large number of mines.

I think I'd rather go the other way than Pharaoh did - instead of plopping out as many 2x2 buildings that will fit next to a rock outrcopping, I'd rather have the mine expand and develop.  Sure, you might not be able to see it other than on a rough map (but then again, they might decide to go with an underground view), but as you expand it, it spreads out, has more node access, and requires ventilation, pumps, more workers, etc.  Then maybe extra openings would be used/needed for easier access of workers or machinery.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 02, 2012, 03:20:55 pm
The thoughts you guys are throwing around regarding the mining mechanisms are very similar to what we've been thinking internally: Nicholas made a couple of comments on the blog post for Shiveringhope about what we're thinking in broad terms.

Regarding madness and its spread: some of the items which cause madness will be written specifically by us, and some of them will be procedurally generated.  It will be clear to the careful eye what objects are affected, and you will have the opportunity to intervene.  Many cases will just be disgruntled or naive characters doing bad things, but some will be a choice, as with the coffin, between a notable reward and the spread of evil =)

As ever, every single thing here is subject to change.  Video games are weird like that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 02, 2012, 03:26:30 pm
Hey daniel i know its a weird thing to ask but will all military organizations have ranks for their members ? so like how the purgers were ranked in the story will that exist in game ? and each one has more and more power then the last rank. and will this also go over into your own military ? so if one soldier does something heroic you could promote him and he would be incharge of a squad and become a NCO and as he becomes so awesome and bad ass he ends up as a general leading your whole army ? and he has more power and you can do more cool things with him.

also instead of having purgers as antagonists can we have them living peacefully in our colony and having them set up a base to keep away the beasties ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 02, 2012, 05:48:17 pm
The military unit organization is not really fleshed out yet.  There will be some hierarchical structure to it, with leaders of squads of units, and they will of course carry their own histories which affect their decisions to some degree.  The player should be able to promote units as command positions are needed, but I don't think they'll become inherently more powerful as this happens beyond perhaps being preferentially assigned gear if they're combat officers.

Now, if a unit happens to have some horrible accident that makes them incredibly powerful, you could promote that guy, but you might wish you hadn't.

A lot of these decisions necessitate that we have our AI agent systems in a more polished state than they currently are, so I can't really say much with certainty until we test these things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 02, 2012, 05:52:21 pm
i don't mean power as in arhhaa punch a cultists face inside out. sort of like bureaucratic power
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on November 02, 2012, 07:53:19 pm
What sort of bureaucratic power would any of the peons have this game anyway? I mean. We, the players, have that power. Not the plebs.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on November 03, 2012, 12:55:04 am
Quote from: those tags
when crimes are committed by science criminals only science criminals can bring them to justice
So much win.
All of the win. All of it. I demand that "For Science!" be a legal excuse for everything and thus scientists having full diplomatic and legal immunity.

Anyways, yay! I can't wait to open up the Cthulhu Plumbing Company. Keep up the awesomesauce!
...Oh god, if we dig too deep we end up in Diggle Hell, don't we...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on November 03, 2012, 01:07:24 am
If I get this game (read: if I end up with a computer that can play it) I'm probably going to make each colony specialized.  This colony is going to focus on building a single giant factory that produces a ton of batteries, this colony I'm going to try and keep everyone alive, this colony is going to be based on the Dishonored city, this colony is going to have a ton of zeppelins, this colony I'm not going to take any actions to preserve my citizen's sanity, ect.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on November 03, 2012, 01:19:07 am
What sort of bureaucratic power would any of the peons have this game anyway? I mean. We, the players, have that power. Not the plebs.
Sergeant Genre Savvy receives an order to clear out an infestation of shoggoth in the Grand Clockwork Horror. Having been promoted for being the only survivor of the last cleansing of the Grand Clockwork Horror, Sergeant Genre Savvy decides "You know what? I think I'll send some of the new recruits under my command, rather than head out there myself. Maybe that new Jenkins guy who talks too loud, is always smelly, and insulted my gentlemanly mustache."

Because let's face it: being a military higher-up in a Victorian Lovecraftian setting is all about figuring out when to stride valiantly into battle against a foe weaker than it appears... and when to send out legions of poor schmucks to jam the portals of hell shut under the weight of their own corpses.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 03, 2012, 02:32:01 am
NO! Jenkins has his whole life ahead of him! Sergeant Genre Savvy will die of mercury poisoning within six months anyway! YOU CAN'T DO THIS!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 03, 2012, 05:25:10 am
The military unit organization is not really fleshed out yet.  There will be some hierarchical structure to it, with leaders of squads of units, and they will of course carry their own histories which affect their decisions to some degree.  The player should be able to promote units as command positions are needed, but I don't think they'll become inherently more powerful as this happens beyond perhaps being preferentially assigned gear if they're combat officers.

Actually, I think this is something that shouldn't be overdone.  Jerry Pournelle (http://en.wikipedia.org/wiki/Jerry_Pournelle) (sci-fi author, Falkenberg's Legion and There Will Be War series) wrote an essay about the modern US military, sometime in the 80's I think.  He talked about how about 20% of the force is made up of officers, and in his fiction, had a pretty simplified command structure.  My google-fu is failing me this early, and I don't have time before work to dig through the books, but it was pretty light on the command structure.

Eh.  My point, I guess, is that while the multiple ranks were fun in a story, I think it might be more of a pain in the game, for both the players and the devs.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 03, 2012, 05:42:58 am
I disagree I think military ranks would be a good thing because its not just your army it's the great cogs army!

That general you have been cultivating for the last 4 hours has finally made it to that rank and you have been eyeing those arc throwers for a while now, but the main empire won't give them to you just yet but with your new general he signs for them and gets them just as quick. As well as organising your army better and providing a huge moral boost and helps those operating deep in cultist territory to that bit smoother, maybe once your guys achive a higher rank from the cog empire it opens up a few more options.

So you get your first major this opens up camping map showing all battles you have your forces and man power as well as last known positions on enemy's, easily send scouts out to search for nasties and other stuff as well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on November 03, 2012, 11:55:09 am
If you are gonna have generals moving up.... they should have a political score too.  So you can also get incompetent Generals who muscle their way above Generals that better deserve the position.  (Just like Aurora.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 04, 2012, 11:55:58 am
No, I didn't mean that there should be no ranks - just that there shouldn't be too many.

For example... the US Army has nine enlisted ranks and eleven officer ranks (http://en.wikipedia.org/wiki/U.S._uniformed_services_pay_grades#Enlisted_pay_grades).  Private (E-1), Private (E-2), Private First Class (E-3) are kind of redundant, and have no functional difference other than pay grade, usually reflecting time in service.  Likewise, Specialist (E-4) and Corporal (E-4) have slight differences, going back to a split in technical & combat specialties; also the Corporal is a non-commissioned officer, while the Specialist is not.  Also, at some time between WW II and the 80's, there were Technical Sergeant ranks with the same equivalence to the E-5 through E-7 (or E-8) NCO ranks, with the split between technicians & combat arms.  Overall, a lot of complicated stuff.

In the sci-fi books I mentioned, I believe Pournelle had his mercenary legion (with the historical lineage of coming from a joint US-USSR combined force, with heavy leanings from the Foreign Legion) simplified down.  I think it went something like Recruit (raw rookie, no combat experience), Veteren (recruit after 1 battle), Corporal, Sergeant, etc.  As I had said, he also did an essay at one time, about how the current (circa 1980's) US Army had about 20% leadership positions, which he felt was too many.

So what I originally meant was that multiple ranks would be good, just follow the KISS principle (Keep It Simple, Stupid).  I actually like the idea of having soldiers with the ability to 'level up' as they gain experience; just don't make it too confusing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on November 09, 2012, 02:27:42 am
http://www.gaslampgames.com/2012/11/07/putting-people-together/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on November 09, 2012, 04:50:54 am
The people look.. well.. blocky. I hope we'll be seeing them from far away? Reminds me a bit of how Morrowind looked back in 2002.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 09, 2012, 06:51:36 am
Steampunk Darwin. So much win.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jarod Cain on November 09, 2012, 06:53:51 am
Everything I've been reading about in this thread so far has sold me on this game. It sounds hilarious and well worth my money.
-J-
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ragnar119 on November 09, 2012, 07:59:16 am
Crap, the game is 3D, and it looks good.... I will probably not be able to run it with my crappy comp.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Knight of Fools on November 09, 2012, 07:59:50 am
The people look.. well.. blocky.

Says the guy with the Minecraft avatar. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on November 09, 2012, 08:00:57 am
The people look.. well.. blocky.

Says the guy with the Minecraft avatar. :P
Happy chicken is happy. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on November 09, 2012, 08:56:37 am
Quote
the geometry must flow

getting as much mileage out of that pile of lumber as possible

the nine floating heads of Darwin torment me in my dreams

I wish game development was as much fun as it looked.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 09, 2012, 09:46:47 am
Quote
the geometry must flow

getting as much mileage out of that pile of lumber as possible

the nine floating heads of Darwin torment me in my dreams

I wish game development was as much fun as it looked.

I know, right?  It's so frustrating.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: hemmingjay on November 09, 2012, 10:30:41 am
The art assets look so much like Torchlight II. Does anyone know if they share an artist?
(http://www.gaslampgames.com/wp-content/uploads/2012/11/march_of_the_overseers1.jpg)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 09, 2012, 10:32:27 am
Nah, it's a style that lets you have good-looking models with low-poly counts.  You'll notice a somewhat similar style in a lot of RTS's nowadays, and even in World of Warcraft.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on November 09, 2012, 12:14:06 pm
You also have to think about it on scale, from a generally top-down, canted to one side view.  The people walking around have to be smaller than the buildings that surround them, after all.  Zoomed out, detail doesn't matter so much, and their lower resource requirements mean you can have alot more of them running around at one time on the screen compared to others.

Still, I'm pretty sure we'd be able to zoom down and watch all the little peoples running around, so I'm not too worried.  Attention to detail over graphics!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on November 09, 2012, 12:16:04 pm
Yeah honestly its not a big deal for me. Gameplay trumps graphics any day.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on November 09, 2012, 04:42:27 pm
About the mining. Would it be possible to build magma-pumps and pipe it to a steam plant (boiler, whatever) and use it instead of coal? And could you use that steam to power a turbine to make electricity.

And what would you use electricity for in the game? Is it just for Tesla-coils and the like, or could it be used to power the same things as steam. And if so, what are the advantages/disadvantages over steam power?

And, just for shits and giggles, would it be possible to build a giant thermal powerplant over an active volcano and use it to power the whole continent? (Please say yes)

And last question, I swear. Could you, for example, build two powersaw modules on a sawmill to double the production, or build a boiler module on a steel mill to use the heat from the forges to make steam? (Please Say Yes!)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 14, 2012, 06:35:52 pm
F5F5F5F5F5 where's my update ? T.T

On another note I really hope they go for the same payment route as prison architect with early buy ins ( maybe not with kickstarter style tiers or maybe that would be a good thing ? I sure as hell would put $200 into it ) I would love to get into the alpha but making it so that you only had a small dedicated community so like having base for alpha (?) at $30-$40 like prison architect.

Think you will go this way Daniel ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 14, 2012, 09:59:14 pm
I may or may not have spent way too much time at work refreshing the page.  Seriously.   :'(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on November 15, 2012, 03:20:46 pm
New post! http://www.gaslampgames.com/2012/11/15/its-an-odd-world-after-all/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 15, 2012, 03:48:22 pm
I like where they're headed with it!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 15, 2012, 05:09:09 pm
#####

I hope we will see the fence in-game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on November 15, 2012, 05:11:40 pm
I hope we will see the fence in-game.

I hope we get a fence figurine in the collectors edition.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Knight of Fools on November 15, 2012, 05:35:22 pm
I just noticed the large list of tags they put with their posts. They're hilarious.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 15, 2012, 07:00:16 pm
About the mining. Would it be possible to build magma-pumps and pipe it to a steam plant (boiler, whatever) and use it instead of coal? And could you use that steam to power a turbine to make electricity.
Generally, yes.

And what would you use electricity for in the game? Is it just for Tesla-coils and the like, or could it be used to power the same things as steam. And if so, what are the advantages/disadvantages over steam power?

Maybe slightly safer in some applications, easier to transport over larger distances, or intentionally more dangerous in others.  Electricity is just another way of storing energy.

And, just for shits and giggles, would it be possible to build a giant thermal powerplant over an active volcano and use it to power the whole continent? (Please say yes)

I very much want to do this, but we have yet to draw up specific design documents for volcanos.

And last question, I swear. Could you, for example, build two powersaw modules on a sawmill to double the production, or build a boiler module on a steel mill to use the heat from the forges to make steam? (Please Say Yes!)

Factories will be upgraded at least in part by upgrading the quality and quantity of their modules, so yes, generally.  The steel mill boiler system, or more generally, a system designed to recycle waste products, aren't actually in the design at this point.  It would be a nice thing to consider, but everything above, including probably the volcano, would be considered first.


Lastly, regarding the early opt-in alpha ala Prison Architect: I'm really intrigued by this idea.  Initially, my (and the other partners at Gaslamp's) reaction to this sort of funding was that it preferentially rewards people for spending money, which we weren't very comfortable with.  But as this becomes more commonplace due to the rising popularity of Kickstarter projects and the like, this sort of thing is viewed increasingly more constructively, which I think is really cool.  Game development is evolving in ways that make it easier to fund games, and that's better for everyone.

As I think I mentioned earlier in the thread, so long as we maintain the capacity to fund this project until completion without needing intervention, early alpha builds will likely not be something we hand out much at all, paid or not, just due to the triage problems of having a huge user base when there are very visible bugs.  I'm not entirely against the idea of paid BETA opt-ins, but I'd still prefer to give out beta invites without a cash incentive, as that way people who aren't huge fans of the project will still try it and give us their honest opinions.  There are ways we could do both, and I'm going to be paying close attention to the projects that are using the paid beta model on our scale closely to see what happens with them.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on November 15, 2012, 07:45:35 pm
Up until recently, I'd never been much troubled about early opt-ins and whatnot.  Generally, they're rare; with only a few dozen people chosen per BETA cycle and the like, and I've never personally ahd the experience, until I just had to buy Blockade Runner.

BUT! The reason why most people are so fanatical about alphas and betas is that it gets them closer to having real-time interaction with game developement cycles and actually getting a developers response to some sort of idea, suggest, or critique.  But opening up reguarly scedualed blog posts and the like solves a part of that, because people actually get to know what's going on, and it sates their curiosity.  And that's something almost entirely in the genre of independent developers.  Sad as I am to say, the AAA devs are almost always closed-mouthed about their stuff, even after publically announcing their projects.

In truth, if a developement studio could be set up that had something like real-time videos and whatnot of what's going on, with or without narative, alot of people would be glued to their YouTube channel (or equivalant).  Although that isn't very pratical.  So, once a week updates are alot nicer than what we normally get.  8)

P.S.: I also like the complexities that can arrise when you have moister/humidity/firtility as regulated values that have to be taken into account.  A highly advanced civilization has ways to deal with it, but a starting colony may not, and thus require much more labor (Haha!) intensive involvement; should you even be bothered to make it a substainable thing.  Atleast, until you get a massive order for several hundred tons of top-grade firtile soil for a gardening project back in the Capitol or something. Hahaha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on November 15, 2012, 08:41:02 pm
I think it's going to be quite fun to see how this turns out, I can't wait to get my hands on the completed game when it comes out.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on November 15, 2012, 11:36:20 pm
That is a nice little fence. I like that fence.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on November 15, 2012, 11:46:10 pm
Am I going to have to inform the ministry that they're going to have to clear up a cult that worships fences?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on November 15, 2012, 11:52:26 pm
In truth, if a developement studio could be set up that had something like real-time videos and whatnot of what's going on, with or without narative, alot of people would be glued to their YouTube channel (or equivalant).  Although that isn't very pratical.  So, once a week updates are alot nicer than what we normally get.  8)
Yus. Just find an unemployed liberals arts major with a good radio voice, and hire them to do 8 hour a day dev-streaming. :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on November 15, 2012, 11:57:07 pm
In truth, if a developement studio could be set up that had something like real-time videos and whatnot of what's going on, with or without narative, alot of people would be glued to their YouTube channel (or equivalant).  Although that isn't very pratical.  So, once a week updates are alot nicer than what we normally get.  8)
Yus. Just find an unemployed liberals arts major with a good radio voice, and hire them to do 8 hour a day dev-streaming. :)

Technically, Notch tried doing something like that when his team did that three-day game thing.  They set up a Livestream camera so the world could enjoy the sight of five guys sitting nearly motionless at computers for forty eight hours straight, and it was every bit as riveting as it sounds.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on November 16, 2012, 12:01:32 am
I imagine it would make for incredibly boring commentary though;

"Oh what's this ladies and gentleman, after going to sleep the lead developer has turned his computer back on at 2 in the morning, what could he be up to? It seems... yes... he forgot to add a comment to his code on the trains! What a turn about ladies and gentleman!"

Seriously, although the end result is very exciting, the process of making it all (especially the coding) tends to be very slow and tedious. There's sometimes a few moments which are fun to talk about, but mostly... not.

EDIT: Ninja'd.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 16, 2012, 03:05:04 am
Hey Daniel thanks for the reply.

I see what you mean and for me personally I see it as more of a investment and wanting to give money to a company who are making great games and feel like I helped some what. Being honest your doing one of my dream games in my much loved genre. If you let us preorder right now with no beta or alpha and was not coming out till 2014 and was $60 I would still buy it instantly right then.

Your game has to be one of the few games I have been excited about in a long time, sadly I do find my self hounding your website every Tuesday and refreshing every hour :P

But I'm not sure if you said this or I got it from the Maia but where you going to start a beta/alpha phase about February, march, April time ?. Alpha testing is a good thing in my opinion because even with a small group of user you catch stuff which is wrong or vital bugs early on before they become more embedded into the game and your getting a honest user opinion while they still know it's alpha

And do you plan on carrying on with it like you did with dungeons and adding more content and expansions ?

Alsoo I remember reading there is also going to be multiplayer, could we play against a friend and use horrible horrible artifacts on him ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on November 16, 2012, 04:51:10 am
Am I going to have to inform the ministry that they're going to have to clear up a cult that worships fences?

Why would we need clearing up? We just like the fence, that's all.

Now, if you'll excuse me, I must take these bits and pieces into a hidden location on the other side of that hill.

To, uh, keep them safe from the... the, umm...

/me KO's Pnx.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 16, 2012, 05:16:13 am
hey Daniel will there be beta and alpha testing for clockwork empire ?

Definitely!  We hope to have a playable game for people to start trying to crash/break by Feb/March.  I'll keep you guys up to date =)

I found it haha !

I really hope this is still the case and you guys think you will achieve that for that time frame. The way things are going is it still looking this way? ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: katwithk on November 16, 2012, 08:54:41 am
Wait... what?

I don't beleuve you.

This looks way too cool, I refuse to beleive it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 16, 2012, 10:22:21 am
New post! http://www.gaslampgames.com/2012/11/15/its-an-odd-world-after-all/

Game terrain is one of those things that can really interfere with enjoyability, I think.  I like to play a lot of builder/sim type games - Pharaoh, Sim City, Tropico, Anno 1701, those types of games, and I think the interaction of game assets and terrain is something that should be given thought.  Some (mostly earlier) games avoid the issue by having flat terrain, like Pharaoh - you can't build on hills, as there really aren't any.  Others, like Tropico 3, require a flat spot for the building.  (Which does & doesn't make sense - look at the ranches; why can't the fences go up & down hills?)  As a matter of fact, I remember spending hours on one Tropico island doing nothing but placing & deleting large buildings simply to flatten out terrain for my planned city.  Hours.  It was not much fun.  So please, if possible, make it so buildings can actually adapt to a bit of terrain variation.

I have had thoughts, idle pondering really, about the type of interactive system that Daniel talks about, and I'm interested in how you guys will continue with it, and how it will work out.  One of the problems of games (especially mmo's) is that the game world is not dynamic or natural - assets are placed because someone made the decision to place them, not because there is any rule set specifying where they should be.  Although if the system could be built as I envision it, it would be usable for science, schools, and about any kind of dynamic game sim around...  Instead of the simple 3x3 matrix, imagine multi-layered databases, pulling data from the ones 'above' to create more detail.  For example, at a 'top' level, you could define the sun's attributes - energy output, visible spectrum, etc.  Another layer for atmospheric data, for air pressure & gas mix.  Yet another for weather modelling.  And below those, a 'world grid', where every 'square' has an x,y,z co-ordinate.  Mixing all of those with a defined sea level, you could find the altitude, pressure, humidity, temperature and solar exposure of every spot in the world.  If you added a plant database which defined the min/desired/max range for all of those attributes, then plants would only be spawned in the places they would actually grow - even if the variables were changed.  This kind of system would be a huge undertaking all in itself. 

But imagine the fun if you could run simulations, say, of the Cretaceous–Tertiary extinction event in a game environment at high speed.  Higher atmospheric albedo reflecting more solar energy, lowering the overall temperature.  Plants dying off, causing herbivores to die off, causing carnivores to die off.  Plant populations changing in response to changing local conditions... fun.  But a pain to actually make, I'm sure.

Daniel mentioned a grid, for humidity, water level, soil moisture & soil quality, which leaves a lot of room (I hope) for positive and negative effects of resource management & technology.  Mining operations leave unsightly slag, which also lowers the soil quality.  Excess irrigation or use for drinking lowers the overall soil moisture, in overpopulated areas where that is limited.  (Like watering lawns in Las Vegas.)  Slash & burn agriculture, crop rotation, fertilizer, Cthonic artifacts... so many things that could, ah, 'tweak' nature.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on November 16, 2012, 11:22:14 am
Back for more questions!

First off, How would you handle steel making? Would it be detailed (multiple stages, flux stone), abstracted (just add iron and coke/charcoal) or completely bonkers (you mine steel ore).

How would you make alloys (brass, bronze, etc.)? Would the process be abstracted, so that the less important metals (like zinc) would be ignored, or would all metals, regardless of rarity or difficulty of extracting, be required.

And how would the making of components be simulated? Would they require a specific resource (e.g. you can only make gears with brass), or would they be interchangeable. And if they are, would there be a difference between, for example, a brass gear and a steel gear.
And what components would you make? Would you make every spring or every gear, or would it be abstracted so that metal is automatically crafted into the components.

I'm almost out of questions :P. Would there be special resources like aether or whale oil? What would they be used for and how would they be collected?

Mandatory wacky question :P: Would you be able to kidnap cultists and run Perfectly Safe experiments on them or liquefy and distil them to produce pure, liquid insanity which you could use as a Perfectly Safe power source?!!
(Please Say Yes, The Holy Fence Demands It!!!)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on November 16, 2012, 06:32:00 pm
Would we be able to build a structure that harnesses Perfectly Safe artifacts to warp the problems out of the soil (which of course, also have a good possibility of causing faster ruination)?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 16, 2012, 06:38:50 pm
Well, Jason did sow the dragon's teeth in Greek mythology, from which sprang warriors.  Or for Ray Harryhousen fans, in Jason & the Argonauts, skeleton warriors sprang forth.

So... planting artifacts must be a !Good Idea!   :o
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on November 16, 2012, 06:39:38 pm
What will the newspapers look like?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on November 16, 2012, 06:45:39 pm
What will the newspapers look like?
They won't look like fences, probably. Though if the publisher goes mad all bets are off.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on November 16, 2012, 08:07:00 pm
What will the newspapers look like?
They won't look like fences, probably. Though if the publisher goes mad all bets are off.


SIIIIIIIIGED
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 19, 2012, 07:31:01 pm
Oh hi!

Yep, we're still looking at Feb/March for an alpha.  If that changes I'll let you guys know.  Man, January is going to be hell, but such is The Way.

Question answering time! =D

I honestly have no idea how many steps there will be in steel making yet.  I feel confident in telling you that steel will not come out of the ground.  I can't give you more information because what we decide regarding these processes is always somewhere between the simplest and the most realistic, but it's very hard to say what will be the most fun without iterating.

Current arguments on the Interchanging Metals Topic suggest that, for our alpha, you'll probably just be able to make any metal thing with any metal.  We'll then flesh out which metals make good muskets as we go through, as that's just data entry (but a lot of it).  A lot of this process is going to depend on how intuitive we can make a UI as well, as at a certain point the silly choices for materials just make things clunky.

There will be strange special resources.  Nicholas seems seriously invested in campaigning for "phlogiston", in spite of how awful that name is.  Special resources will likely need to be found by exploring with a naturalist, then collected with a work crew outfitted with whatever might be necessary for the job.

They'll probably blow up or drive your characters insane.

Regarding liquefying cultists:
https://twitter.com/GaslampGames/status/270674715318833152

Regarding harnessing artifacts... You can try it!  I'm not sure how the data structure will work for the effects of the artefacts yet, but there will be many things you can find, and each will probably have some useful quality and some Horrifying Cost.

Regarding the burying of artifacts ... no comment.

Regarding the newspaper: The Holy Fence hears your pleas!

We're actually still debating the form of "the newspaper".  I'm actually arguing against any sort of digest of "the news of the day".  I feel that this will motivate people to rely on some canned and probably horribly repetitive verbage for news, because we don't have a programmer working nonstop on a context free grammar AI agent.  I'm still jaded by the useless news ticker in Sim City.  Rest assured, though, the game will have lots of text, we'll make it as interesting as we can possibly afford, and we're generally considered not bad at that.

Regarding the simulation speculation: There are a couple reasons why we (and everyone else) approximate things in the setting.  The first is due to a design philosophy that's fairly pervasive, which we have at Gaslamp, which suggests that if you're given an opportunity to make the game more fun or more realistic, you make it more fun, and only ever increase realism if it feels like you're doing both at the same time.  Right now we're getting returns on both, but that doesn't last forever.

For the second reason, I'll use an example.  I wrote an erosion simulator for our terrain a few months ago, and it works the way that real erosion works.  Accounting for things like localized rainfall and temperature, it'll perform thermal and hydraulic erosion by actually lifting dirt up, washing or just moving it somewhere, and replacing.  You can get beautiful terrain this way.  It's also extremely finicky, with many variables that are fairly unstable.  It also takes my quad core dev machine about 5 minutes to chunk through a terrain properly, and that's just moving dirt.

We could optimize it a bit, but the truth is that our computers just aren't powerful enough for this stuff yet. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on November 19, 2012, 07:43:07 pm
No idea what phlogiston is, but I demand it be in the game.  I have that right.  Seriously though, it's awesome that you're taking the time to give us such detailed answers :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on November 19, 2012, 07:57:59 pm
Phlogiston's kinda' like WH40k naptha, I think. It's something that burns. Think alchemic napalm, I guess.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on November 19, 2012, 08:05:38 pm
According to the theory of phlogiston, wouldn't naturally occurring phlogiston naturally occur everywhere?


We're actually still debating the form of "the newspaper".  I'm actually arguing against any sort of digest of "the news of the day".  I feel that this will motivate people to rely on some canned and probably horribly repetitive verbage for news, because we don't have a programmer working nonstop on a context free grammar AI agent.  I'm still jaded by the useless news ticker in Sim City.  Rest assured, though, the game will have lots of text, we'll make it as interesting as we can possibly afford, and we're generally considered not bad at that.

You guys probably don't need to be told this, but if you just make the occasional news article a commentary on how canned and repetitive the newspaper articles are, voilà it's ironically self-referential, and therefore hilarious.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on November 19, 2012, 08:30:27 pm
What about newsclippings from the Empire Times detailing the activities that are part of goals you've completed or failed in-game.  Scripted, but funnily written.  That way you wouldn't need whole pages, and wouldn't really need to program that much. 

Status updates, on the other hand, would probably be more like in-game Memo's from the Mayors Office or whatnot. Haha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on November 19, 2012, 11:54:26 pm
IIRC Phlogiston was an element believed to be solely responsible for making stuff burn. The more phlogiston you have in something the better it burns. I'd imagine in this context phlogiston would be a substance extracted from coal, charcoal, or ideally whales, and then refined in either an alchemists workshop for small scale stuff, or a factory for more large scale work. Once refined, the substance is then used for flame thrower style weapons, or maybe even used to power airships, or battlesuits, in a similar way to how we use gasoline today (although I imagine it'd involve more steam).

Also, I was mostly just wondering what the paper would look like so I could see how easy it would be to hijack it for my own purposes if and when I finally get my hands on the game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on November 21, 2012, 08:35:38 am
IIRC Phlogiston was an element believed to be solely responsible for making stuff burn. The more phlogiston you have in something the better it burns. I'd imagine in this context phlogiston would be a substance extracted from coal, charcoal, or ideally whales, and then refined in either an alchemists workshop for small scale stuff, or a factory for more large scale work. Once refined, the substance is then used for flame thrower style weapons, or maybe even used to power airships, or battlesuits, in a similar way to how we use gasoline today (although I imagine it'd involve more steam).

This... This so much! Gaslamp, do this! I'll buy this game twice if you do this!

Also, http://en.wikipedia.org/wiki/Phlogiston_theory
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Fikes on November 21, 2012, 04:16:58 pm

I honestly have no idea how many steps there will be in steel making yet.  I feel confident in telling you that steel will not come out of the ground.  I can't give you more information because what we decide regarding these processes is always somewhere between the simplest and the most realistic, but it's very hard to say what will be the most fun without iterating.

Current arguments on the Interchanging Metals Topic suggest that, for our alpha, you'll probably just be able to make any metal thing with any metal.  We'll then flesh out which metals make good muskets as we go through, as that's just data entry (but a lot of it).  A lot of this process is going to depend on how intuitive we can make a UI as well, as at a certain point the silly choices for materials just make things clunky.

I am begging you to please have a "use the best metal" button in the crafting screen. Even if it is complicated like "Use highest damage metal" and "use most durable metal." Bonus points if the production screen includes how much of each metal you have on hand.

It goes without saying but I am excited for this game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 21, 2012, 07:04:06 pm
I'm not against the idea of phlogiston (and yeah, you guys get the idea), I just hate that name.  It has character in all the wrong places =P

Regarding the UI suggestion for metals: that's a great idea.  If we continue in this direction, we'll seriously consider doing that.

For anyone who didn't notice in my earlier post, our weekly posts have moved to Wednesday because it's just easier.  Mondays are reserved for the rituals involving slathering our schedules in olive oil and having them wrestle in the pit.  It was hard on the blog computers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 21, 2012, 07:07:07 pm
Daniel quick Question

You mention multiplayer with co-op do we have to play nice with our friends or will we get Vs mode as well and try to finish eachover off ?

Also really nice blog post love it and I love the art style.

Also you can never have enough pipes! WE NEED MOR PIPES

How buildings are made is also very nice I like this alot
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on November 21, 2012, 07:40:03 pm
Also you can never have enough pipes! WE NEED MOR PIPES
Indeed, we need more morpipes.

Morpipes are like morlocks: Strange, twisted pipes that grow underground for inexplicable reasons and occasionally devour the normal pipes you bury in the ground. Your standard morpipe is a five by three length that undulates softly and consumes passerbys with one of its seven gaping maws, but there's many variations of greater and lesser morpipes that have unique biologies (metallurgies?) and peculiar habits unique to their breed.

The naturalists have yet to find any particularly useful means of morpipe exploitation, but the local dockworkers immediately found it unutterably hilarious to toss the more flagrant criminals (and the occasional cultist) into a pit full of starving morpipes and watch the brass and copper fly. Morpipe fights are also a thriving underground betting venue, with the occasional highly successful contender breaking free of its constraints and eating a couple of blocks of the local city before someone manages to melt it into quietly writhing scrap.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: guale on November 21, 2012, 08:18:41 pm
Also you can never have enough pipes! WE NEED MOR PIPES
Indeed, we need more morpipes.

Morpipes are like morlocks: Strange, twisted pipes that grow underground for inexplicable reasons and occasionally devour the normal pipes you bury in the ground. Your standard morpipe is a five by three length that undulates softly and consumes passerbys with one of its seven gaping maws, but there's many variations of greater and lesser morpipes that have unique biologies (metallurgies?) and peculiar habits unique to their breed.

The naturalists have yet to find any particularly useful means of morpipe exploitation, but the local dockworkers immediately found it unutterably hilarious to toss the more flagrant criminals (and the occasional cultist) into a pit full of starving morpipes and watch the brass and copper fly. Morpipe fights are also a thriving underground betting venue, with the occasional highly successful contender breaking free of its constraints and eating a couple of blocks of the local city before someone manages to melt it into quietly writhing scrap.
This has to be in the game now.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 21, 2012, 09:19:32 pm
Haha awesome :)

Multiplayer right now is actually type-agnostic.  Everyone's on the same map together, and what you do with or to each other is your choice.  While this *may* change, it's unlikely, unless there's something that people really want to do that this doesn't support.  LP style hand-off games will also be supported.  Any other modes fall squarely into the "maybe, if we have time" category.

Thanks for the feedback guys!  The systems described in the posts are of course far from finished, but they're starting to get the faintest hint of polish to them, which is always hugely rewarding.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McSpike on November 21, 2012, 11:13:53 pm
Indeed, we need more morpipes.

Morpipes are like morlocks: Strange, twisted pipes that grow underground for inexplicable reasons and occasionally devour the normal pipes you bury in the ground. Your standard morpipe is a five by three length that undulates softly and consumes passerbys with one of its seven gaping maws, but there's many variations of greater and lesser morpipes that have unique biologies (metallurgies?) and peculiar habits unique to their breed.

The naturalists have yet to find any particularly useful means of morpipe exploitation, but the local dockworkers immediately found it unutterably hilarious to toss the more flagrant criminals (and the occasional cultist) into a pit full of starving morpipes and watch the brass and copper fly. Morpipe fights are also a thriving underground betting venue, with the occasional highly successful contender breaking free of its constraints and eating a couple of blocks of the local city before someone manages to melt it into quietly writhing scrap.

Surprisingly, these morpipe-pit events have turned into a youth outing in parts of the empire.  Oddly attired youth have started gravitating to the noisy, so-called "music" of morpipes beating upon criminals and each other; these youth often twist and gyrate in strangely occult manners.  Food and drink vendors have been making steady profits from these events, although the more mature folk can't understand the attraction of all that clanging racket.  Many town elders in the affected areas simply refer to it as "the Devil's music".
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: woose1 on November 22, 2012, 03:35:40 am
All of this sounds exciting, and I hate to be a wet blanket, but alot of this stuff seems sort of sky-high aspirations with ungrounded ideas of how the devs plan to implement all this stuff. I think you guys need to really sit down and hammer out some solid gameplay ideas before you go on about soil moisture levels and humidity fluctuation and all that jazz. The roleplaying stuff that you guys did with the haunted coffin was great, I'd really like to see you guys do that sort of stuff again and eliminate things which you think will be impossible or take too much time to implement.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 22, 2012, 04:32:04 am
I forget one letter and it gets turned into a gameplay mechanic. This is why Bay12 is great.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on November 22, 2012, 04:33:03 pm
This is Bay 12 country, insanity is our main export! :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 22, 2012, 05:17:27 pm
A grounded approach is commendable. 

It's worth mentioning, just for posterity, that the vast majority of systems implementation for the project is based on a minimum viable product that involves no problems without known solutions, and that most of our development to date involves just going through the motions of implementing what people have done before.  Game development is, in this case, an iterative process, and we are lucky to be able to look back on successes and failures for decades now and build from those lessons.

The things that we've been discussing here, on our blog, and elsewhere, are some of the ideas which we are embellishing this baseline with.  As such you're right; they must be tried, iterated, and ultimately sometimes discarded in the name of a workable game.  So while it may seem that we are spinning speculative fiction and calling it game development, what you're seeing is the visible part of the iceberg, the entertaining parts.  What lies beneath is the majority: monotonous work of implementing marginally interesting code and drawing bricks.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on November 22, 2012, 05:40:37 pm
All of this sounds exciting, and I hate to be a wet blanket, but alot of this stuff seems sort of sky-high aspirations with ungrounded ideas of how the devs plan to implement all this stuff. I think you guys need to really sit down and hammer out some solid gameplay ideas before you go on about soil moisture levels and humidity fluctuation and all that jazz. The roleplaying stuff that you guys did with the haunted coffin was great, I'd really like to see you guys do that sort of stuff again and eliminate things which you think will be impossible or take too much time to implement.

I don't think anyone REALLY wants to hear the fundamental underpinnings of game design and coding.

"I spent a couple hours figuring out how to make a topological map of local hill country that can be read and modified by the erosion simulator. It used a lot of For() loops."
vs.
"You call in X-files guys in plague doctor suits with flamethrowers! Yeah!"

That's the fundamental difference between gamers and game designers. Gamers "want", designers "want to know how and why." Daniel said it very well: the majority is iterating on past projects.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: woose1 on November 23, 2012, 07:58:36 am
I don't think anyone REALLY wants to hear the fundamental underpinnings of game design and coding.
I actually do like hearing about that sort of stuff  :P, but you're right. If the devs really broke down into programmer speak when talking about their game it'd make the blog a whole lot more boring. The abstraction is nice when you don't want to wade through piles of code to get to the fun bits. I guess it does make more sense to tell people what you're doing differently from other games rather than going over the same material. (the exception being the comparisons to older games of the same genre)

The stuff that you guys mentioned about autonomous slaves citizens, that sounds really interesting. How independent are they going to be, exactly? From what I can gather from the blog and what you've said here, they're going to build their own houses and take care of basic necessities, while the player focuses on the industrialization of the colony. How much of a 'hands off' approach is the player going to have?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Johuotar on December 01, 2012, 02:49:08 pm
I love the world of Dredmor and Im definitely happy if I can get to see more of it. :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on December 01, 2012, 03:20:36 pm
Pretty sure this is not the world of Dredmor. Dredmor was more about lots of silly stuff and making fun of fantasy/rpg's/roguelikes. This is more silly yet straight-faced steampunk victorian stuff with lovecraftian horror mixed in.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 01, 2012, 04:00:19 pm
there was no clockwork update last Wednesday im not happy :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on December 01, 2012, 09:42:11 pm
Pretty sure this is not the world of Dredmor.

Last I heard, the only thing this world has in common with Dredmor is (possibly) diggles.

You can never, ever, have too many diggles.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on December 02, 2012, 04:12:23 am
there was no clockwork update last Wednesday im not happy :P

They were moving office ;p I'm sure we'll get more update-goodness next week.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sappho on December 02, 2012, 05:09:19 am
Oh my god this looks amazing. I will keep my money on hold so I can throw it at them as soon as they let me.

Come to think of it, I never did get around to Dungeons of Dredmore. Life got in the way. Guess I better go over there right now and buy it and all the expansion packs and play it until my eyes bleed until it's time to work again.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 03, 2012, 07:54:37 pm
The characters in the game will be basically fully autonomous.  You will not be able to impact them directly at all.  They will do some things like eating and sleeping that you can't influence, because sometimes people just need to eat and sleep.  If they're doing a job that's not a personal utility thing, you will be able to cancel that job, but that is the most interaction you will be allowed.

You will, however, be able to directly view them to get some idea of what they've been up to and hopefully learn why they're doing that weird thing they're doing.

This is not in the Dredmor universe.  Diggles will make an appearance, though it will be a minor cameo.  The setting that we picked for CE is just a little too detached from the Dredmor universe to make it a good fit, and we're being a little less referentially zany with CE, hoping that it will generate its own unique brand of black-as-the-night humor.

Holy crap we were so busy last week.  Sorry guys.  And it was with boring and stupid things like getting networking set up.  There will be a new CE update this week!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on December 03, 2012, 09:19:38 pm
Sounds cool, Gaslamp-Daniel.  Sounds alot like how Tropico does it. Set down a building, give it a priority, if required, and sit back and watch the little peoples run around and build it then man it.  Perhaps hire in outside specialists to come work there, if you got the money and resources; or perhaps even have the contacts to do so. Lol.

Glad to see you guys moved into a better space, the new office looks cool; but I think once you guys start pinning up posters and whatnot, it'll be just like home. Haha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 12, 2012, 01:40:41 pm
Yeah, there's a little feature creep in the last blog post, but it'll be worth it!  You'll see!

(Oh, and we have units moving resources around on the screen now and all sorts of other fun stuff, but there are some really boring technical issues with some of those details right now so you get to hear more about trees.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: chaoticag on December 12, 2012, 01:56:31 pm
Question, will it be possible to make a time warping contraption, capable of speeding time through the Perfectly Safe exploitation of the ecosystem? I want to be able to play the game already.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on December 12, 2012, 02:16:15 pm
Giant icicles? What sort of wood would one get from them?

Also, don't worry: the charred earth will get a LOT of mileage.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 12, 2012, 02:51:57 pm
Definitely ice wood.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shooer on December 12, 2012, 04:41:12 pm
Need an ice mill to turn them into ice lumber to build with.

You'll need a lot for maintenance of your steam factories if you use it as a building material, probably.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on December 12, 2012, 05:08:22 pm
Are these DF-style Unmelting Icebuildings, or just Ordinary Icebuildings?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 13, 2012, 02:52:13 am
I was kidding =(  It's just ice.  The diagram isn't specifically "trees" so much as it's anything that fills that canopy layer in a given environment.  That said, you'll be able to get ice from the icicles and salt from the salt pillars, it just probably won't work if you try to make a broiler out of either.  As to *how* it won't work, not sure yet.

Also, for you wonderful pragmatists out there:

https://twitter.com/nvining/status/279110542138953728
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Matz05 on December 13, 2012, 10:00:42 am
Isn't a lirpa one of those Vulcan counterweighted half-circle pikes?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on December 13, 2012, 10:58:58 am
So I've been reading some Cthulhu inspired (and based) works (notably The Copping Squid) and they've made me wonder about your take on the cults, their formation and propagation. What factors go into one being made, how would they spread, would it be workplace/living place related, by certain specific traits (like innate madness, superstitionness, etc.) or by general traits that decide the personality (happiness, living standard and that kind of stuff). How will the player be able to interact with that stuff, will we be able to help them out, shut them down or simply acknowledge their existance (maybe rat them out to the empire, get a bonus or something for it) or will they be a completely shady part of gameplay that just sorta happens and we have little to no control over it.

Furthermore, shutting them down, cut of the head madman and the other weaker willed individuals disperse or is a proper purging with fire required?

And finally, directly inspired by the Copping Squid, will we be able to use the Eldricht things as drugs for the populace? Will there be individuals that acknowledge the existance of cults, do nothing about them, report them to the authorities, go rambo on them?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 17, 2012, 07:11:47 pm
Cults!

Oh man, this is going to be a weird system to model.  Since we're busy modelling behaviors of nice responsible (and a little pathological) characters, we haven't gotten to the intricacies of this system yet, but the current framework works a bit like this:

Cults can either be started by one person, or a group that is formed for some other purpose (a gentleman's club, for example can be turned into a cult group).  At this point, the cult will have a task and it well set about doing it.  This could be the erection of a monument, the calling of some ancient entity, whatever.

Cult members could be dealt with in a number of ways: they could be sent to a sanatorium, killed, or driven off into the jungle/forest/desert.

If the entire cult is destroyed, it will be gone.  If there are not enough members to complete their Great Work, they'll start trying to recruit people again.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on December 17, 2012, 07:13:06 pm
Will there be ways of supporting cults, if we so desire?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 17, 2012, 07:16:16 pm
Well, you could just let them do their thing, but they're not going to give you a manifest of building materials, they're secretive by nature after all. 

You can foster the spread of madness, which will lead to cults and all sorts of other things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on December 17, 2012, 07:18:54 pm
Could you perhaps infiltrate cults to learn their plans ahead of time?

When successful, you could figure out what they're up to and how to deal with them (if at all).
On the other hand, your investigator(s) may go mad and become members themselves.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on December 17, 2012, 07:20:48 pm
Hmm. What about city officials/bureaucrats joining cults? Will we see a cult that's suckered in the Mayor start to become more successful?

For that matter, what about more mundane corruption? Do we have to worry about the city Treasurer skimming off the top?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on December 17, 2012, 07:27:01 pm
Will they get nifty colored robes to signify their cult(ural) status?

Also, what would happen if al lthe soldiers turned into cultists?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on December 17, 2012, 07:40:25 pm
Pseudo-Theocracy?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 17, 2012, 07:44:18 pm
If the mayor or all of your soldiers join a cult, you have a serious problem, and you'll need to deal with it, because you will no longer be able to control them.  (There is a system in the metagame for doing "strange things" in a way that you can have control over.  Cults are sort of a smaller scale, more chaotic and generally not-good thing.).

There will be theft, crime.  Some characters will be more prone to it than others.

There may be some way to actually find out what they need, we're still playing with ways to represent the general "goings on" of groups of characters.  The issue comes down to UI clutter, really.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on December 17, 2012, 07:47:59 pm
Can we sieze power of said cults and begin a reign of terror over the inhabitants of our outpost?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on December 17, 2012, 07:49:34 pm
Or influence/possibly start inter-cult war?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 17, 2012, 07:50:56 pm
They'll not be friendly to each other anyway.  Also, you don't need a cult to institute the "Reign of Terror" plan, but you will be able to have a space beast worshipping settlement that works because they fear the wrath of the tentacles from the stars.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on December 17, 2012, 08:42:10 pm
"Ha! Tentacles from the stars. BLASPHEMY! You need look no further than my AMAZING MOLESTIARRE 700! (patent pending) for all you worker defilement needs -- guaranteed 100% more blessed by the Holy Cog than any antediluvian horror, and fully sanctioned by the Anti-Paranormal Investigation Squad! In fact, they're one of my largest customers... and between you and me, governor, the AM700 is rapidly rising in popularity among the more, ahem, adventurous of the gentlmenly class. You'd best make your order now before rising demand causes a price hike, haha!"
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on December 17, 2012, 09:32:40 pm
I know what you wrote, but all I read was "Amazing Molester 700"
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on December 17, 2012, 11:47:19 pm
This thread just took a turn for the awkward.

Now that thing's going to be some crazy megaproject in-game, or something.


Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 18, 2012, 06:38:27 am
Dan could we not just support the cultists ? and help them out and work with them. I think it would be more fun if we could controll and work with them all rather than jsut letting them work on it we can take a major involvment in it all. But i would say certain things have to happen before the cultists request you to join them ?. thats it you should be able to join the cultists! as in the character you are playing ( your governor ) unlocking more Fun things to do.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on December 18, 2012, 08:19:25 am
I dunno, I mean, the bureaucrat is going to be a bit more abstract then that right? I don't think them actually joining a cult in a actual game as part of the random gameplay makes sense. Maybe in  the meta play aligning with a cult friendly fraction could make sense.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 18, 2012, 08:29:49 am
*Shrugs* to be honest Im not too fussed how its implemented i jsut want to be able to fully interact and play with cultists groups and summon the mightly lord Shub-Niggurath and corrupt innocent minds.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on December 18, 2012, 10:13:46 am
There may be some way to actually find out what they need, we're still playing with ways to represent the general "goings on" of groups of characters.  The issue comes down to UI clutter, really.

Maybe the player/bureaucrat could be sent occasional (pop up) reports by soldiers/inspectors/witnesses who stumble across information.  It wouldn't need to always be 100% accurate either...

Or maybe a diplomacy/intel screen where more information is revealed as you gain more spies or whatever.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on December 18, 2012, 12:51:35 pm
I'll think about how we could do it.  I mean, certain cults that want to build things that won't really be good or bad wouldn't need to be stopped, and the cults might make them happy, but if they start worshipping elder embodiments of destruction and chaos, it's going to be difficult to really make that internally consistent with the narrative if you want to just try to harness that without your settlement burning down.  I do like your general idea though, and being able to make that distinction would require that, as you said, you could find out something about them.

One possible scenario right now to attempt to allow for this sort of thing, would be if you were well-liked enough by say, a faction of crater beasts, that it would allow you to have crater beast cults that wouldn't suddenly become uncontrollable, and they might gain some benefits from being in what is now (essentially) your church. 

It would take a bit of work to gain the rapport with the crater beasts, perhaps over one settlement or more, but I think that would give you some of what you're after while still allowing for cults to other vengeful forest creatures to be anathema to that settlement.  I've been considering different cults as essentially different extremist belief systems, and by that measure, I doubt they'd like each other much.

Regarding the UI clutter response, yeah, we're going to try to attach different "reports" to different administrators, but that's very up in the air right now and might change through development.  UI is a weird thing in that some decision can feel like a good one at one point, but further along it's clearly not.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zangi on December 18, 2012, 01:07:39 pm
Meta-game wise, the player/mayor can be portrayed as someone who is also slightly unhinged but, is more interested in the colonies, power and/or whatever else then destroying his/her own colonies or summoning destructive abominations on his/her own stuff.

Maybe unleashing destructive abominations on 'not-your-colonies', sure... in a it might bite you in the arse later or not kind of thing.

For example; Crater Beast Cults, they like you, they want to someone a beast, but it is destructive... you give them the opportunity to summon it outside some other colony/kingdom and not yours, fulfilling their goal and making someone else pissed at you... all without messing up your own colony.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 18, 2012, 01:34:53 pm
Dan you could still have destructive Cultist groups. But if you join them then destruction now ceases to become inwards, because basically the town is in on it and becomes a more large scale threat. If your colony becomes a known cultist hangout you could then find your self at odds with the mothercog land and have that group ( the group which was in the story ) come in to your colony and start doing investigations. Dont not let the play do something, be free in all sense so please please let us become a cultist centric colony and you will have my monies forever and ever and ever and ever.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on December 18, 2012, 01:40:28 pm
It actually isn't too far of a stretch, if you think about it.  The Clockwork Empire has the standard worship of the Holy Cog, right?  The other factions/nations should be able to have their own religions.  The only difference between a 'Cult' and a religion is how wide-spread and accepted it is on a large scale.  So if you (the player/Beauracrat) can gain enough credibility or likeness with other groups, should have the option of joining one of the other cultures/religions and mandating that as your cities religion.  Not everyone has to agree, btu what are they going to do to stop it?

It could even be a meta-game mechanic, cause as it was stated, the favors and whatnot you gain could tie into it, depending upon how verdant you are in the religious side of things: "Astounding conviction for the Church of the Holy Cog, such-and-such reward for having 3 Churches in your town!" sort of deal. 

Or if you find a way to make a pact with one of the -other- things out there that could allow you access to religious buildings that their cultists could come and use would be cool.  Give the player more control over the boundry between the state and religion.  Mwhahahaha.  Could tie in with some of the mega-construction projects, as well. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 18, 2012, 01:52:23 pm
It actually isn't too far of a stretch, if you think about it.  The Clockwork Empire has the standard worship of the Holy Cog, right?  The other factions/nations should be able to have their own religions.  The only difference between a 'Cult' and a religion is how wide-spread and accepted it is on a large scale.  So if you (the player/Beauracrat) can gain enough credibility or likeness with other groups, should have the option of joining one of the other cultures/religions and mandating that as your cities religion.  Not everyone has to agree, btu what are they going to do to stop it?


yeah i was going to suggest this as well, so you have the option to turn your back on the cog land and join a different nation, this could also effect meta game and general how you play overall, and your next game you would be with that nation instead of the cog land
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on December 18, 2012, 02:32:50 pm
Not everyone has to agree, btu what are they going to do to stop it?

Purge.

With fire.



If the Bureaucrat is suppose to be this sort of over watching non-corruptible figure that watches all the towns burn from a distance then scuttles off to collect their awards, I am not sure if it makes sense for them to get involved in things like religion so closely as to actually do anything. I mean, I am loath to say more choices are a bad thing, but at a certain point you are a a career bureaucrat of what appears to be a very religious if not outright theocratic empire.

Er, what I mean basically which might not have been clear there, is doing things that can physically in danger you on the meta level seem like something that would need to be thought about pretty hard.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on December 18, 2012, 02:44:56 pm
I imagine the empire would be pretty pissed off by religious conversion.

But the reason why you are converting, is because you are powering your factories with shoggoth farts, so even if they did show up with an army, you could most likely put up a good fight.

Perhaps like a suicide option of sorts? Survive for as long as you can while under siege by the empire.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on December 18, 2012, 02:57:07 pm
or the cop out option SUMMON MIGHTY CTHULHU
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on December 21, 2012, 08:46:09 am
They just released a new blog post about the soundtrack and dynamic music, including a demo of it in action.
http://www.gaslampgames.com/2012/12/20/dynamic-music/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GaslampGames+%28Gaslamp+Games+Blog%29

Also, quick question: Will we be able to get the soundtrack of the game when it's released?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on December 21, 2012, 09:12:08 am
http://www.gaslampgames.com/2012/12/12/flora/

This one gave me all kinds of happys.

E: As did the music one, and all the others really.  Take your time guys, but take your time quickly please ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on December 21, 2012, 12:01:09 pm
Speaking of inspectors, give the detective his pipe *dismissive flick*.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Zecro_The_Scourge on December 29, 2012, 09:20:03 pm
Posting to watch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 03, 2013, 07:19:36 pm
Hey guys, just wanted to apologize for the incredibly light (and somewhat late!) blog post this week.  Man, holidays, I tell you what.  We've been arguing a lot internally about scripting languages and some other actually far more interesting and lovely things that I suspect will show up next week.

We will release some version of the soundtrack, I'm sure.  From the sounds of it so far it's going to be fantastic.

I don't really have all that much to add to the talk about cults since these behaviors sit at the very top of a large blob of sophisticated AI work that's still being done.  We've been working on a list of character traits and their implementation though, which has been interesting so far:

Rustic Disposition
Reclusive
Scholarly
Lazy
Spiritual
Patriotic
Doomed
Hat Enthusiast

Let me know if you can think of any good ones to add to the list :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on January 03, 2013, 07:30:59 pm
Fanatical.

Mechanically inclined.

Curious.

Born Leader?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 03, 2013, 07:49:26 pm
Inclinations should be seperated into aptitudes.  Mechanical, Fishing, Wordworking, ect.  It should probably make the character in question more likely to take such a job, and be a tad bit more skilled in it than regular workers.  Possibly even gives something of a heads-up on getting promoted within that job chain.

But there are probably too many character traits to appropriately list.  Everything from schizophrenic to drug-addict to insationable (any number of things) to Renowned and Infamous.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on January 03, 2013, 08:18:21 pm
The fact that you have Hat Enthusiast and Doomed as character traits is AWESOME.

Also:
Charisma!  How good you are at bossing people around!

Willpower!  Changes how hard you work!  Maybe more inclined to do drugs!

Passivity!  The more passive you are, the easier you are to boss around!  However, it also means it's easier to get you to join a cult!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 03, 2013, 08:32:32 pm
Oh, okay, I should have prefaced that a bit I think.  We aren't actually generating a whitelist of all possible traits and using those specifically to determine behaviors.  You're right, we would need an enormous list for it to feel at all simulation-like.

These traits are just descriptive shortcuts, and each character has a large array of underlying numerical values.  For example, Foolishly Brave is just a trait shorthand for:

Tends not to acquire fears
Tends to ignore fears
Happier when involved in combat
Liked by military characters

We have a baseline for what a character would want to do in any given circumstance, and those decisions are weighted by the traits that we assign them.  Their traits will be somewhat separate from their technical capacity at any given task: you'll have some people who just love to build guns but are terrible at it.  (This won't be a huge issue because people are naturally happy doing things they're good at, but it could happen.)

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on January 03, 2013, 08:34:13 pm
Five Governors, One Head: The medical geniuses back home got a little frisky with your case. You are given a set of five random other personality traits, but which one you are today is anyone's guess. While this makes the locals have a bit of difficulty dealing with you, you're surprisingly good at multitasking for someone generally having an argument with themselves.

E: Ah, wait, general character traits for, like... people. Right. No clue, but would they be able to be changed in-game? Monument to productivity having X chance to change a personality trait for a few days, stuff like that.

E2: Wouldn't the really thematic method of figuring a list out be to go back and read some victorian age psychology or something, and steal one of their list of personality types?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on January 03, 2013, 08:58:29 pm
Oh, okay, I should have prefaced that a bit I think.  We aren't actually generating a whitelist of all possible traits and using those specifically to determine behaviors.  You're right, we would need an enormous list for it to feel at all simulation-like.

These traits are just descriptive shortcuts, and each character has a large array of underlying numerical values.  For example, Foolishly Brave is just a trait shorthand for:

Tends not to acquire fears
Tends to ignore fears
Happier when involved in combat
Liked by military characters

We have a baseline for what a character would want to do in any given circumstance, and those decisions are weighted by the traits that we assign them.  Their traits will be somewhat separate from their technical capacity at any given task: you'll have some people who just love to build guns but are terrible at it.  (This won't be a huge issue because people are naturally happy doing things they're good at, but it could happen.)

Oh, in that case!

Passive!  Likes being bossed around and joins cults easily!
Depressed!  Does drugs more then normal!
Charismatic!  Is better at bossing people around!  Also liked by more!
Attractive!  Better with the ladies!
Ugly!  Not as good with the ladies!  Also people tend not to like as much!
Gruff!  Not liked as much!
Hard Worker:  Works hard!  Opposite of lazy!
Drug Enthusiast!  Loves drugs!  Just loves em!
Creep!  Members of the opposite sex are driven away!  More likely to do baaad things!
Sadist!  Loves fighting!  Also loves hurting others!
Masochist!  Mentally better at being wounded!
Wise!  Better at consoling others!  (Is that a thing!?  It should be!)
Nudist!  Likes not wearing as much clothing!  Tends to make others a little uncomfortable!
On Edge!  Easier to *snap*! (Is that a thing?!?  It should be!)
Chill!  Harder to *snap*!
Wool-Gatherer!  Makes you more likely to daydream!  Easier for other things to get into this ones head!  Also doesn't work as hard!
Giant!  Bonus to combat!
Paranoid!  Always thinks someone is after him!  More likely to attack suspicious characters and characters from different faction! Good for rooting out Cultists!
Shady!  Good at getting away with Baaad things!
Mad Scientist!  Loves to hook things together that really should never even be in the same room city continent!
Angry Scientist!  Loves to invent new ways to blow things up!  Nothing to do with Mad Science!  Well okay maybe a little!
Unfazable!  Cannot be fazed!  If the town is burning, he will still try to go to work!
Jumpy!  Panics easily!
Arsonist!  Loves fire!  Maybe a bit too much!  Seriously put the match down!
Over-Compensating!  Loves big things!  Like big houses!  And big zeppelins!
Modest!  Doesn't care as much about personal affects!
Explorer!  Loves to find new things!
Down to Earth!  Anything strange tends to cause more panic!  Less likely to get involved in the occult!
Down in the Earth!  Likes being underground!
Rocky!  Loves rocks!  Can't get enough of em!  Nothing to do with boxing!  Unless it's boxing with rocks!
Crazed!  Off the rocker!  And not like the time old man jenkins fell off!  I mean crazier then a cage full of cats!  Usually has to do with the Occult!  Don't let near anything sharp!
Homebody!  Doesn't like exploring!
But mah parents did!  Chooses his profession not based on skill but on lineage!
Quick Hands!  Better at creating things in artisan shops!  Also better at pickpocketing!

That's all for now!

I hope that's helpful!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Leyic on January 03, 2013, 09:47:25 pm
Melancholic: Unmotivated, kills the mood, doesn't get much pleasure from life, but quiet and stays out of the way.
Sunshine: Perky, happy, super energetic, won't stop yammering about how it's a glorious day.
Snake Oil Aficionado: More inclined to purchase and use products of questionable purpose.
Phlegmatic: Can look a tentacle in its tentacle and not be shaken. Doesn't care about his fellow humanoids.
Zealous: Really likes whatever it is he likes, but less likely to get along with people who don't like what he likes.
Animal Whisperer: "Our furry and scaley friends can tell us the most interesting things!"
Tentacley Inclined: Draws tentacles. Builds tentacles. Dreams of becoming a tentacle.
Nocturnal: Sleeps by day, active by night.
Gear Head: Mechanically inclined. Greasy. Prefers the company of machines.
Dwarf: Interested in beard grooming and accessorization. Ale for blood. Belches at sunlight.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 04, 2013, 12:00:29 am
After thinking about it for a while, I've come to the conclusion that the way several pen-and-paper RPGs does it is probably the easiest to manage and to code, in the long run.

A given person has a Nature and a Demeanor, the nature being the driving force and soul component of an individual, while -his/her/its- demeanor is the facade they show themselves off as to others.  In an RPG, this allows for complex personality traits and the like to surface once you start digging below a person's exterior.  Say, a total creep could have a heart of gold or the like.

For Clockwork Empires, I imagine that a character could have an assigned dominate trait, and then a hidden one as that persons true nature.  The more actions the character does that incourages or expresses that true nature over the dominate trait, the happier that person gets.

Just an opinion, though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on January 04, 2013, 05:37:23 pm
Here's some traits for yew'.

Tree-Hugging Elf: Loves plants, wears flowery clothes, dances around trees under moonlight, slightly deranged, not very smart, natural naturalist (heh), kill them on sight.

Capitalist Pig-Dog: Masterful supervisor, wears a suit and top hat, smokes cigars, guzzles cheap brandy, hates elves and nature, loves factories and smog filled streets.

Practically A Dwarf: Expert miner and worker, short, excellent beard, susceptible to strange moods, slightly mad, kills elves, loves socks and MAGMA, goes either stark raving mad or depressed when not drunk.

Citizen of the 12th bay: Good at pretty much everything (except naturalism, that stuff is for elves), loves dwarfs, mutilates elves and pours magma on their family, Extremely mad. :P

Have fun adding those traits :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mistercheif on January 04, 2013, 09:36:20 pm
You forgot cannibalism for the elvish pansies!  ;D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on January 04, 2013, 09:42:13 pm
No. No, no, no.

Somehow, I imagine that the Gaslamp devs want to include something other than an endless stream of Dwarf Fortress memes and references. Come up with some half-decent ideas.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: sebcool on January 05, 2013, 08:12:34 am
No. No, no, no.

Somehow, I imagine that the Gaslamp devs want to include something other than an endless stream of Dwarf Fortress memes and references. Come up with some half-decent ideas.

Well, we've already got the half-decent ideas covered. So we might as well start churning out some insane ideas. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: inteuniso on January 05, 2013, 10:06:45 am
Ideas for traits?

Conradian: He's good at getting the natives to do stuff. Forcefully.
Vernian: A natural explorer, this man (woman? What are we, a London brothel?) will find every nook, cranny, artifact, and resource at your colony.
Wellsian: The man has a penchant for coming up with fantastic new ideas to be researched. Strange fascination with the stars, however.
Lovecraftian: Yes, well, hrm. He's a good leader, but we're not sure entirely why. We're also not sure why a child goes missing every month at full moon, either.
Shelleyan: Disfigured in an accident, this man has recieved replacement body thanks to the advances of medical science! We're not sure what to do about the looks he gets though.
Dickensian: This man will recognize the plight of any of his colonists, and will do his best to fix it. He tends to take things a bit in absolutes though. This chap has marvelous wit to make up for it.
Emersonian: Hello? Yes? Ah, there he is. This man ponders a lot about the world, and he tends to drag others with him. A happy fellow, if a bit... unproductive.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SealyStar on January 06, 2013, 09:42:30 am
Reading up on this, color me impressed. The mechanics look great, and... oh my God, DOSE GRAFIX.

Posting to follow... a little late, yes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Morrigi on January 06, 2013, 02:01:47 pm
Also P2W, looks like a great game. Will throw money at it if necessary.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Teneb on January 06, 2013, 05:36:51 pm
The "Citizen of the 12th bay" idea of sebcool caused me to come up with this variation for it:

Bay12er/Bay Watcher - Above avearge skills in all areas, but will form cults whenever possible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Chattox on January 06, 2013, 09:04:55 pm
The "Citizen of the 12th bay" idea of sebcool caused me to come up with this variation for it:

Bay12er/Bay Watcher - Above avearge skills in all areas, but will form cults whenever possible.

Or is perhaps possessed of strange moods, causing him/her to create twisting, folding, antediluvian artefacts of eldritch horror, often with infinitely repeating images of themselves etched upon their fathomless surfaces?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 10, 2013, 03:15:40 pm
Thanks guys!  Actually a lot of the general stuff matches up pretty well with our internal list, which is a good sign, I think.  The literary descriptors are really cool, but the game isn't the real world so the context would be a bit weird.  Still, there's a bunch of strangeness in those guys' lives to get inspiration from so I'll read some more biographies. =)

As far as coming up with a bay 12 trait, we'll think of something.  We are all for writing in subtle references to the games we love, so I'm sure it'll happen, I just can't tell you what it will be yet.

Man, we're so close to having something playable.  I can't wait.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on January 10, 2013, 03:49:17 pm
Neither can we.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on January 10, 2013, 03:57:35 pm
Maybe a reference could be that, the twelfth bay you colonize could have a colony of dwarves already there, that you have to deal with! (conquer, trade, assimilate, etc)

:P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Chattox on January 10, 2013, 05:34:59 pm
Thanks guys!  Actually a lot of the general stuff matches up pretty well with our internal list, which is a good sign, I think.  The literary descriptors are really cool, but the game isn't the real world so the context would be a bit weird.  Still, there's a bunch of strangeness in those guys' lives to get inspiration from so I'll read some more biographies. =)

As far as coming up with a bay 12 trait, we'll think of something.  We are all for writing in subtle references to the games we love, so I'm sure it'll happen, I just can't tell you what it will be yet.

Man, we're so close to having something playable.  I can't wait.

Something similar to the strange mood mechanic in DF would fit quite well, I imagine. Perhaps a member of a cult could be possessed by whatever the cult worships, and then make something or do something unusual? Just throwing ideas out :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 11, 2013, 06:04:00 am
Man, we're so close to having something playable.  I can't wait.

Does this mean an alpha release looms nigh? :o
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on January 11, 2013, 07:43:38 am
Man, we're so close to having something playable.  I can't wait.

Does this mean an alpha release looms nigh? :o

will said alpha be open to sign up and invitation ?

will also bay12ers be top priority due to how much we wish to make love to this game
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on January 11, 2013, 08:54:21 am
Didn't they already say they were not going to go the paid alpha for this game?

Actually. Did they do that for Dreadmor? I don't think so...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on January 11, 2013, 09:06:49 am
i dont mean paying to get in a mean the conventional way where you would give them your email address a shot paragraph why you should be picked for the alpha/beta you know that thing
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on January 11, 2013, 11:06:08 am
You'd basically have to get a job doing QA for them, and that basically means, take everything that is fun in computer games, remove them from computer games, and triple everything that is left. Plus meetings, to the power of having to write an essay every time it crashes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 11, 2013, 11:21:59 am
You'd basically have to get a job doing QA for them, and that basically means, take everything that is fun in computer games, remove them from computer games, and triple everything that is left. Plus meetings, to the power of having to write an essay every time it crashes.

I'm too lazy to look up the exact quote, but Daniel has specifically stated in this thread that there will be alpha releases.  Look through his posts yourself if you don't believe me.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on January 11, 2013, 11:40:24 am
really you dont have to get a job or pay to be in a beta or alpha, have you never signed up for a beta, really paradox do it quite often *sighs*

here is a list of games where you have only (or it has been a mix of buy and invite ) been able to sign up for a beta and you are given a invitation:

Warframe
Mech warrior online ( before foundation ) ( and before open beta you could sign up to receive a invite into alpha )
Salem
Game of dwarfs
warlock master of the arcane
master of a broken world
war of the roses
shadow effect
hawken

and countless other games
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on January 11, 2013, 10:30:21 pm
So new blog post. (http://www.gaslampgames.com/blog/)

Spoiler (click to show/hide)

As someone who is somewhat familiar with phrenology and has seen the chart on Wikipedia that this is probably meant to mimic, I found this absolutely hilarious.

I'm more and more convinced that I'm going to really enjoy doing some great in character Let's Play's of this game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on January 11, 2013, 10:59:38 pm
You'd basically have to get a job doing QA for them, and that basically means, take everything that is fun in computer games, remove them from computer games, and triple everything that is left. Plus meetings, to the power of having to write an essay every time it crashes.

I'm too lazy to look up the exact quote, but Daniel has specifically stated in this thread that there will be alpha releases.  Look through his posts yourself if you don't believe me.

They said that they would be doing alpha testing. But not like. A release. Just picking some people to do testing. Which sounds exactly what PTTG was talking about.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on January 12, 2013, 12:11:31 am
Phrenology, eh? This just sounds better and better :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on January 12, 2013, 02:18:43 am
Quote
gather the bees and smear them over your body

This better be a thing that actually happens.

Quote
next week: the Clockwork Empires personality test for Livejournal

That's where you lost me, nobody goes to Livejournal anymore, it's Tumblr or nothing now, get with the times.

I cannot wait to buy this game at full price.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Cthulhu on January 12, 2013, 02:37:56 am
I don't go within 100 miles of tumblr (tw: imperial measurements, tumblr shaming).

This game looks pretty sweet though.  Can't wait for something playable.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on January 12, 2013, 08:02:14 am
I don't go within 100 miles of tumblr
Same.

Though to be fair, I don't go to livejournal either. Or any of those other sites.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on January 14, 2013, 11:29:23 am
I recall a Terry Pratchett book included a brief glimpse into the field of Reverse Phrenology. You'll recall that basic Phrenology is the study of how personality traits change the shapes of the head; Reverse Phrenology applies this in a therapeutic way, and in fact has been supported by modern science.

It's well known that head injury can change personality, after all.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 14, 2013, 11:38:35 am
I recall a Terry Pratchett book included a brief glimpse into the field of Reverse Phrenology. You'll recall that basic Phrenology is the study of how personality traits change the shapes of the head; Reverse Phrenology applies this in a therapeutic way, and in fact has been supported by modern science.

Got a reputable source for that?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on January 14, 2013, 12:22:55 pm
The gaslamp blogpost has a link to the pratchett wiki in the comments
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 14, 2013, 12:28:15 pm
Believe it or not, that isn't the part I have any doubt over.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on January 14, 2013, 01:00:16 pm
Didn't read the last part of that sentence.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on January 14, 2013, 03:54:31 pm
I got bored at one point so I wrote a little bit of fan fiction in the form of an article.
Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on January 14, 2013, 04:24:00 pm
LOL: Loquacious, Ostentatious Laughter
:) : Indicates a serious medical condition known as "Parenthetical Colon Disease". Do not, under any circumstances, venture to the place this message was sent from.
QFT: Quite Fine Tea, used when thanking the recipient for a gift box, sent parcel post, containing quality tea.

We would also like to remind all readers that when a message is "sent" to a distant location by heliograph, it is not, in fact, sent bodily flying through the air, but rather copied, as it were, to the destination. Thus, it is not essential that the memorandum be returned after reading, and, in fact, you may request that the heligraphographer speed the letter back to you after transmission. And no, we cannot "heliograph them some blank paper in case they don't have any".
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on January 14, 2013, 04:58:12 pm
We would also like to remind all readers that when a message is "sent" to a distant location by heliograph, it is not, in fact, sent bodily flying through the air, but rather copied, as it were, to the destination. Thus, it is not essential that the memorandum be returned after reading, and, in fact, you may request that the heligraphographer speed the letter back to you after transmission. And no, we cannot "heliograph them some blank paper in case they don't have any".
http://en.wikipedia.org/wiki/Heliograph

Yes, it's kind of a real thing. Though the telegraph/radio was a lot more popular than any of the semaphore systems tried because it tended to be easier to use than a system that could be cocked up so easily by one sleepy operator along the line.

I'm guessing Heliographs are so popular on account of being able to mechanically relay messages.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on January 14, 2013, 05:22:34 pm
Yeah, I was making fun of people and fax machines.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on January 14, 2013, 05:33:21 pm
Oh yeah crap, I kind of misread that... I thought you were saying something else.

Sorry, I blame it on my fuzzy head, it seems to be keeping me from reading things properly today.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Geen on January 14, 2013, 07:33:25 pm
I recall a Terry Pratchett book included a brief glimpse into the field of Reverse Phrenology. You'll recall that basic Phrenology is the study of how personality traits change the shapes of the head; Reverse Phrenology applies this in a therapeutic way, and in fact has been supported by modern science.

It's well known that head injury can change personality, after all.
Oh Pratchett, you so silly.
Goddamn discworld is hilarious.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on January 21, 2013, 08:44:22 pm
So, newish (sometime last week) blog post. Which brings up a very important question. Will there be a official Gaslamp fishing rod peripherals?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 23, 2013, 03:56:19 pm
We're working on it.  Turns out it's really hard to connect a USB cable by whipping it from the end of a stick at a computer.  We're trying some stuff out though.

Another blog post up today BTW, if you're curious what it's like actually managing game asset creation.  We have been working on lots of framework stuff the last week so we didn't have anything super exciting to show off visually, except a sneak peek at our final terrain system.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 23, 2013, 04:29:09 pm
The render is starting to look very natural, Gaslamp-Daniel.  I just have a problem with the water edges where it meets the terrain, though.  Something about it messes with my eyes; as if there's a clashing of rendered screens trying to overlap one another.  It may just be me, though.

On another note, keep up the good work!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on January 23, 2013, 04:42:45 pm
Yeah, that border is too abrupt by the looks of it, and the water not being transparent and showing the lovely water living dirt underneath it. Hopefully you guys get to that, don't want to leave all that dirt hidden :C
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 23, 2013, 04:49:17 pm
Yeah, as yet there aren't *any* particle effects going on which will soften the borders (in addition to plants, rocks, and other stuff that exists in these areas), and the water is actually nicely translucent, we just haven't started tweaking those values.  We'll definitely be doing some fine tuning as more of the art starts coming together.

Glad to hear you guys like the direction it's going though, I'm really excited about it.  We have Mr. Whitman working on terrain full time right now since I'm buried in paperwork and he's doing a fantastic job.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on January 23, 2013, 07:44:52 pm
Remind me again, will we be able to drain lakes and dam rivers?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on January 23, 2013, 07:47:45 pm
Remind me again, will we be able to drain lakes and dam rivers?
... sink in the New World?

And along those lines... I forget if it was mentioned before, but lasting geographical changes in general? If you manage to make a volcano erupt with one colony, would there be a possibility of your next one starting under a veil of ash and brimstone or whathaveyou? Stuff like that, yeah.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 24, 2013, 07:16:33 pm
The short answer is very likely, and we want it, but I can't guarantee it.  Your question actually sparked a design discussion that started getting into technical problems of parallelization of our simulation.  We want water flow, and we'll try to get it, but some of our game engine decisions to make the game easily multiplayer make this tougher than it would be if we didn't have to accurately share precise water flow data from big maps across a network.

We'll share more info on this as we get further along in development.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 24, 2013, 08:53:52 pm
Out of curiosity, just how many people would a well developed colony contain?  Is it likely to be a handful, several dozen, or hundreds?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 25, 2013, 04:57:25 pm
I'd say fifty to a hundred.  Our plan for managing characters scales really well, but we'll be limited by processing power at some point, not sure yet what point that is because we still have lots of optimizing to do.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 25, 2013, 05:55:55 pm
A hundred people maximum doesn't really sound like many, honestly.  I want totake a colony and turn it into a thriving town with over 500+ peoples in it, and then unleash a horror brought in from somewhere else just to watch the avid decline of civilization.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Silent_Thunder on January 25, 2013, 09:01:21 pm
I'd be fine with 50-100 as long as theres some file we could tinker with to overrule it. Sorta a "Do so at your own risk" sorta thing. Comparable to running a 7x7 full embark in DF. Inadvisable but technically possible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 25, 2013, 10:33:34 pm
Given the focus on making characters actually have character, that seems like a reasonable amount.  Who really keeps track of more than a dozen or so dwarves once a fortress hits 60-100 population?

Not that I'd baulk at the sight of an option to alter any hard caps.  The average processing power of a PC is increasing by laps and bounds, and Clockwork Empires seems like the kind of thing I'm likely to come back to years and years after release.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on January 25, 2013, 11:06:07 pm
+1 to the 100-ish limit being about all I'd want to deal with. I cap my forts at that, anyway, so it's familiar and manageable.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 26, 2013, 03:51:36 am
Unless we have the ability to replace population workers with say, steam-driven robotics or cult-controlled golemns? Mwhahahaha.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on January 26, 2013, 03:18:59 pm
Eh, what about terraforming in general?

Like, draining a lake and then filling it with dirt and gravel to make a field for houses/crops/tree-farm/the-hell-of-it? :3
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Dutchling on January 26, 2013, 03:25:53 pm
Eh, what about terraforming in general?

Like, draining a lake and then filling it with dirt and gravel to make a field for houses/crops/tree-farm/the-hell-of-it? :3

Than create a lake at the hole you dug for the dirt and gravel!
Genius!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on January 26, 2013, 03:27:27 pm
As far as water physics go?

Couldn't you do something like having everyone do their own processing of the stuff? Not sure how viable that is, but basically every client does their own stuff (with the same rules of course). Since water changes should happen mostly gradually (barring freak occurences ivolving the occult or the high explosive) there shouldn't be much deviation in what happens in all the clients. And if that is a possibility having the game occasionally check on everyones water status or something to see if it syncs up with the host and make changes accordingly.

And about the terraforming. I'd be mostly fine with being able to carve out hillsides and mountainsides and have stuff built there. Giant gold mining contraptions, housing and whatever else is needed.

Also giant struts to hold that crap up (and because struts sounds awesome to pronounce and they look awesome).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 29, 2013, 05:26:40 pm
Unless we have the ability to replace population workers with say, steam-driven robotics or cult-controlled golemns? Mwhahahaha.

Likely.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 29, 2013, 05:27:46 pm
wat

 :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Teneb on January 29, 2013, 08:46:54 pm
Unless we have the ability to replace population workers with say, steam-driven robotics or cult-controlled golemns? Mwhahahaha.

Likely.

My money is yours.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on January 29, 2013, 10:11:42 pm
Mwhahahaha! Awesome!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on January 31, 2013, 12:45:25 am
Unless we have the ability to replace population workers with say, steam-driven robotics or cult-controlled golemns? Mwhahahaha.

Likely.
Cease your auditory output and accept my units of currency!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 31, 2013, 01:48:06 pm
Oh hey, new post up with some more technical bits, and another in-engine screenshot.  (Water is still unchanged due to infighting, biomes are lurching along.)

Edit: I should probably add a link, huh? :)

http://www.gaslampgames.com/2013/01/30/hooray-for-scripting-and-other-things-we-did-in-the-past-two-weeks/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cerapa on January 31, 2013, 03:19:11 pm
Looking damn good. Shame bout modding support though, but I suppose it is for the best if you only have to worry about your own bugs at the start.

Also,
Quote
the overseer will oversee if he wants to retain the polygons for his eyeballs
I think I can honestly state that the tags are the best part of these blog posts.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on February 07, 2013, 08:07:11 pm
I really like the previews and the mechanics we are seeing so far, but if I may input some of my thoughts on the art style (which I assume is largely placeholder in the potemkin screenshots), the colours of most objects need more contrast and vibrance. They feel a bit "bland". The modelling style has a good slightly cartoony feel to it, and the base textures are pretty, but the final effect with the lighting is a bit lackluster. I assume that the lighting engine at the moment is still placeholder, and a good sun/sky system can do wonders for a model, but if that is anything closer to final than that, in my opinion you guys should consider revising the overall constrast and the color vibrance to get the desired feel.

Keep up the awesome work!  :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 08, 2013, 01:51:13 pm
Djohaal, the devs have already said that while they are rendering the current graphics with what is already in place, it is not how the final release is going to be.  They are still working on large aprts of the rendering software; so visual effects, particles, antialiasing, gamma correction and the rest are still being added.   They're just trying to get all the assets in so they can then work on making it look 'pretty'.  :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on February 08, 2013, 01:52:52 pm
Djohaal, the devs have already said that while they are rendering the current graphics with what is already in place, it is not how the final release is going to be.  They are still working on large aprts of the rendering software; so visual effects, particles, antialiasing, gamma correction and the rest are still being added.   They're just trying to get all the assets in so they can then work on making it look 'pretty'.  :P

And that is exactly the considerations I put in my post...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on February 08, 2013, 02:12:47 pm
So long as it has the features who cares about graphics :P I would take civ 3 graphics for deeper gameplay any day
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Techhead on February 08, 2013, 02:46:47 pm
So long as it has the features who cares about graphics :P I would take civ 3 graphics for deeper gameplay any day
Civilization Three? You must be spoiled by these fancy new games.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on February 08, 2013, 05:12:15 pm
So long as it has the features who cares about graphics :P I would take civ 3 graphics for deeper gameplay any day
Civilization Three? You must be spoiled by these fancy new games.

I was picking a old game none focused on graphic :P but I'm interested how am I spoiled by these new fancy games ? :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 08, 2013, 05:50:59 pm
Hah.  With the game developement budgets today, you get really great graphics, and extraordinarily shallow gameplay for millions of dollars.  I'd rather flip that around.  The graphics can be second rate, or even old school pixel, so long as the gameplay is complex, indepth, and utterly awesome.  8)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oliolli on February 09, 2013, 03:28:40 am
The graphics can be second rate, or even old school pixel, so long as the gameplay is complex, indepth, and utterly awesome.  8)

Remember where we are? I'm guessing most people here are willing to take ASCII as long as the gameplay is good :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: pilgrimboy on February 09, 2013, 05:02:33 am
I think Minecraft has shown the world that graphics are the most important thing to games.  ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 09, 2013, 05:55:56 am
Hah. I cannot even play minecraft with a decent texture pack. Don't even go there.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Djohaal on February 09, 2013, 10:02:46 am
Minecraft's graphics are simple. That doesn't mean however that stock mojang textures aren't ugly as hell.  :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on February 09, 2013, 10:53:56 am
Minecraft's graphics are simple. That doesn't mean however that stock mojang textures aren't ugly as hell.  :P

So much this. "Simple" shouldn't be synonymous with "abominably ugly."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: kerlc on February 09, 2013, 11:13:56 am
But... i actually like the default minecraft textures..
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sirus on February 09, 2013, 12:52:08 pm
But... i actually like the default minecraft textures..
This...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on February 09, 2013, 01:12:18 pm
Another vote for default Minecraft textures!

Our lighting is still very much in-progress.  We will have all sorts of those newfangled whiz-bangs that they have in Diablo 3 and whatnot.  Thankfully adding some of these rendering processes is actually quite simple, as they're solved and documented problems, or we wouldn't put too much effort into it.

Just for the sake of context, over the last week I can think of probably 5 or 6 different game design "conversations" that we had which were extremely productive.  Other than the Water Debate (which is a gameplay discussion), I don't think we've really discussed rendering since December.  Our priorities are definitely gameplay first.

For the record, at this point we're leaning toward not having physics-controlled dynamic water sources, largely for technical reasons.  I'm really sad about this decision, but I agree with it.  I love messing around with physics systems, but it's a big enough headache that we had to ask ourselves what the game was about, and it's not about fluids, it's about stories and characters.  Those two points would suffer if we started allocating a large amount of network bandwidth to fluid simulation (not to mention the programming time given that we're still running this project on a surprisingly small team).

In a perfect world, if everyone had awesome cable connections (and if we had a bit more dev budget), I think we'd do fluids, but we're not 2d, and in 3d this is a very hard problem.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on February 09, 2013, 01:28:08 pm
How about steam pipe pressure systems? It's thematic, for one thing, and if the steam is confined to pipes, then it flows in predictable ways- ideally, it simplifies to a set of points and connections, instead of a huge matrix of cellular automata cells. I'm far from concerned about it, but having steam pipes all over my colony and potentially looping them in absurd networks for the purpose of creating a steam-powered difference engine appeals to me. It has much of the fun of water flows without many of the technical challenges.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on February 09, 2013, 01:57:08 pm
I think I mentioned earlier in the thread that I've been incredibly skeptical that putting steam pipes in the settlements would end up looking and feeling good.  My worry was that we'd end up with "Pipe Dreams" just overlaid over the game.  That said, I do love the idea, and we've been discussing it since the beginning.

Currently, it's likely that there will be a pipe system for distributing certain commodities, and we're likely to use an agent-based system, similar to the one that SimCity uses for garbage travelling along their roads.  Since the system is entirely secondary to just having units carry commodities, we haven't had time to test it yet so who knows, but I think our current vision of the system is a great one.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Askot Bokbondeler on February 09, 2013, 02:25:26 pm
Our lighting is still very much in-progress.  We will have all sorts of those newfangled whiz-bangs that they have in Diablo 3 and whatnot.  Thankfully adding some of these rendering processes is actually quite simple, as they're solved and documented problems, or we wouldn't put too much effort into it.
well i for one would like a game i could run on a laptop integrated gfx card, so i'm hoping all of that would be optional
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on February 09, 2013, 06:26:09 pm
If it has vertex shaders, you *should* be okay.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on February 09, 2013, 06:55:23 pm
Currently, it's likely that there will be a pipe system for distributing certain commodities, and we're likely to use an agent-based system, similar to the one that SimCity uses for garbage traveling along their roads.  Since the system is entirely secondary to just having units carry commodities, we haven't had time to test it yet so who knows, but I think our current vision of the system is a great one.

Works for me!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 09, 2013, 07:46:31 pm
You really don't need a full fluid dynamics system for water simulation and the like, so long as you know what you want to do in specific terrain areas, ala waterfalls and buildable dams.  Instead, you can just have terrain 'hooks' in the engine that once a certain criteria is met, the existing waterflow and system changes to reflect it, like if a water source dries up and the waterfall stops pouring water or a dam is built and the water rises.  From there is more of a rendering issue than a full simulation done behind the scenes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on February 09, 2013, 08:51:11 pm
Absolutely.  We've been throwing around some less comprehensive ways of dealing with the problem, and we have some ideas, I just can't really comment on them because I don't know how they'll feel 'til we have time to try them out.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 09, 2013, 10:01:07 pm
Gaslamp-Daniel, how comprehenisve is the terrain generation system going to be? I forget if it was already going to be fully proceedurely generated or not.  If so, a simple way to figure out water levels and whatnot is a simple basis of humidity, rainful, and depth.   An area of high rainful may have an effective water level of thousands of feet below the surface of the earth, creating water basis and pools; while standing water on the surface can accumulate within feet.

Once you have the terrain math figured out; its fairly easy to decide if you want water to be spawned within a given area at a certain depth as a terrain generation feature; that changes as the environment itself is changed, instead of through a full fluid dynamic system.

P.S. - I'm just tossing out ideas from my sleep deprived mind.  But it would seem easier as an addition to the existing terrain generation system than a whole new complex set that overlaps it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on February 09, 2013, 10:14:34 pm
It's not generation that's the issue, I think. But the movement for like, lake-draining and river damming.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on February 09, 2013, 11:42:49 pm
It's not generation that's the issue, I think. But the movement for like, lake-draining and river damming.
What of the movement for Artifact-infusing the water? ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on February 14, 2013, 02:58:01 pm
New blogpost up, and it is fantastic.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on February 20, 2013, 05:03:42 pm
new update the UI sounds fucking awesome
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on February 20, 2013, 05:20:34 pm
The UI info does sound pretty cool, as well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on February 28, 2013, 01:44:49 am
New blarg post up yesterday about deaths and such. Game looks done to me! Shipping time.

Although, on the topic of the last post, only one bit of equipment per squad sounds. Uh. Bad. One cannon per squad or something would be fine, but where do they draw the line I am wondering. Steam armor is shown to be a one per squad thing as well, which seems exceedingly odd to me. Does this mean that soldiers are going to be using basically the same equipment for the whole game? That you can never achieve well equip squads? No clockwork knight brigades?

It's a interesting choice if they are actually making it how they seem to be, and I think it is the wrong one perhaps.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Techhead on February 28, 2013, 01:54:42 am
I noticed that the trees are only ~8 feet tall. I understand that huge trees might have problems with occlusion, but they look like large shrubs. How are you supposed to get lost in the woods when a man on horse-back can see past the tree-tops? How are bears going to hide from the player in between mauling your woodsmen?

Also, it will always be too soon for Roanoke jokes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on February 28, 2013, 03:50:42 am
New blarg post up yesterday about deaths and such. Game looks done to me! Shipping time.

Although, on the topic of the last post, only one bit of equipment per squad sounds. Uh. Bad. One cannon per squad or something would be fine, but where do they draw the line I am wondering. Steam armor is shown to be a one per squad thing as well, which seems exceedingly odd to me. Does this mean that soldiers are going to be using basically the same equipment for the whole game? That you can never achieve well equip squads? No clockwork knight brigades?

It's a interesting choice if they are actually making it how they seem to be, and I think it is the wrong one perhaps.

Well the stuff they listed is considered special equipment, so I'm thinking you'll have multiple kinds of squads which are very specialized like arty squads or powered armor sphess mahreens while the bog standard riflemen will be able to take something to help them specialize atleast a bit.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on February 28, 2013, 04:30:38 am
Yeah the sizing seems to be a little off it does look a bit weird te people being much taller than the trees.

From what I have seen so far of the map I am a bit worried the maps are going to be a bit to small.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Hyndis on February 28, 2013, 01:52:16 pm
Very interesting blog update. I love reading and watching how something is developed from the very start. Its all kinds of interesting.

I do have a simple question about trees though. Will they grow back? If the entire map can be chopped down and then there no more trees forever, that would kind of suck. Over harvesting of lumber should of course always be a concern, but trees should be able to replenish themselves over time.


And also, some of my thoughts on military organization for CE, and I apologize in advance for length. CE guys, if anything here is remotely interesting or useful, feel free to use it;

While DF's military interface may get some flak, I think its a well designed system once you get used to it due to how powerful it is. Though I think some level of abstraction would work, so say you order up a military squad, and then tell it what kind of squad it is. Do they have rifles or steam armor? Or maybe just pointy sticks. This equipment has be produced by some factory or imported.

The Sierra city-building games handled it in this manner. You could build a barracks, and then click on the barracks to tell it what kind of military unit you wanted. If you wanted legionnaires you needed 1 weapon and 1 suit of armor per soldier. The barracks would send out a guy with a cart to raid warehouses of weapons and armor, and then cart them back to the barracks. Only when a soldier had both his weapon and armor would the soldier be able to do anything. If the soldier lacked equipment, he simply didn't exist yet as far as the game was concerned.

Military units would vary by type, and also as far as what equipment you needed to outfit a soldier. So this could be a powerful system in allowing flexibility and customization.

Lets say for a soldier, you have an armor slot, a ranged weapon slot, a melee weapon slot, and maybe 2 accessory slots. First off you need to build some sort of barracks building. Each military unit/squad/formation requires its own barracks. By clicking on the barracks you can then decide how many soldiers it will conscript and what the equipment loadout for that squad is. Every soldier gets the same equipment in the squad simply for ease of management. Also its Victorian England, so the poor underclass doesn't get a choice if they're in the military or not. Possibly some "recruiters" could press some underclass people into military service, which will put your idle and poor into useful work.

The barracks options would then let you outfit your squad. I don't know if a soldier should require all equipment to be present before he'll do anything, or allow more granular outfitting, so a soldier will be available to fight even if he doesn't have all of his gear. Of course this means if you're sending your soldiers out to fight but you only have enough guns for half of them, its unwise. But at least this would let you form a semi-armed militia which could be vital early on.

Some suggestions for equipment slots:

Ranged weapon:
musket, blunderbuss (shotgun thing), rifle, crossbow, sling, pile of rocks, steam powered gatling gun fired from the hip

Melee weapon:
bayonet (requires firearm), sword, pike, club, axe

Armor:
civilian clothing, military uniform, breastplate, full plate armor, clockwork steam powered armor

Headgear:
nothing, metal helmet, pith helmet, gas mask (provides defense against vapors?), mining helmet (light in dark places?)

Accessories (1-2 items?):
field rations (eat/drinking breaks taken less often), medical kit (can heal self and other friendlies), grenade (occasionally can chuck an explosive grenade), religious adornments (protection from eldritch horrors?), scope (increased range or accuracy on weapon)


As far as military assignments go, maybe a waypoint system would work to organize. The player could create a waypoint either purely through the UI, or by constructing some sort of object, such as a flagpole. This flagpole could be given a name, say "main gate" or "swamp detail". A military squad could be assigned to one or more waypoints. If they're only assigned to a single waypoint, they'll spend all of their time there. If they're assigned to multiple waypoints they will patrol through them in a loop. The squad's uptime could be set at the barracks. Always on duty could cause some unhappy thoughts, but it would be useful to get all soldiers to move ASAP in an emergency. Or low levels of alert would be lots of idle time and down time for soldiers in the barracks with few troops on active patrol, but that should have some kind of happiness bonus for the soldier.

Also will the game have fortifications in it? If so, building flagpoles on the walls to assign military units to guard walls or patrol the battlements would be invaluable.

Star forts existed about that time historically, so there were fortifications and walls back then. Presumably a small outpost would start out with a wooden palisade at first, but even this could be manned so long as there is a platform built next to the palisade.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on March 01, 2013, 09:40:15 pm
All of our internal design notes at this point are considering a waypoint system for groups of units that are not tied to specific buildings, perhaps with timed locks to minimize the capacity for micro-management (though this is still in discussion).  I find it really interesting just how much interest the concept of "minimalism" when applied to military units is getting.  I suspect this is one of those things that we think is a great idea and we have a well-defined plan for, but until you get to play with it a bit, the idea of trusting a flawed (by-design) commander with the immediate tasks of a squad isn't something people are used to.  As ever, the game is about people and their interactions with each other and the world, and not a military strategy game.  Maybe for the next game :D

There will be defensive structures, and I guarantee you I have seen at least half of all the pictures of starforts that exist on the internet in doing research for the military structures in the game :)  That said, the benefits of star forts to repel cannon fire may or may not be pertinent, and they have some very difficult configurations from a simple logistics perspective.  If we can make them "feel right", we'll have them.  The Victorian era really straddles a strange time in terms of military tactics and composition, and of course given the setting we will be taking some creative license to it.

As mentioned I believe in the comments on the post of last week, units *will* have inventories, we're just trying to mitigate the amount of management that players require.  The old sierra games have been discussed, and we like the simulation aspects of having to create all the items, but again, ease of use comes into play here. 

We're heavily prioritizing a pull vs push -based economic system where a high level order will initiate a bunch of lower level functions, so you don't have to designate each of the 37 steps required to create a unit, while still having some smithy make the guns and some miner harvest the ore.  It's in accomplishing (or not) these minute tasks that really make the characters interesting.  There will be some capacity for a player to facilitate the ancillary tasks on their own, but that won't be the focus. 

This may also be a good time to let you guys know that the UI will be moddable.  It's all in XML files, and there will be an API for pulling data from the game.  I want the game to be easy to play for beginners.  You guys are not beginners.  If you actually want to rebuild a DF style interface over the game, barring some obvious fundamental differences in the mechanisms involved, you could probably get close.  If, on the other hand, as I suspect, you have a specific desire for some other organizational method involving a gigantic data dump on the screen, you can do that too. 

And finally, about trees: they will grow back.  In fact, our initial design involving deteriorating soil fertility given enough harvesting is still on the books, it's just a lower priority than some of the more immediate requirements. 


I've skipped over a few questions about the terrain because as soon as we got some semblance of "biome objects" into the game, we started drilling in other bits of the framework, intending to get a fully playable, emaciated, bare-bones game together before we start fleshing it out.  I could spend years simulating natural terrain, and given the chance... maybe I would.  Alas, we also need to feed our pets, they rely on us.  We are doing our best to prioritize parts of this game that further the goal of making the game about the stories the characters tell.  For now you might just have to wait and see what happens :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on March 01, 2013, 09:43:19 pm
we're just trying to mitigate the amount of management that players require.

but I want to manage EVERYTHING!!! I want to choose the color of their shoelaces damnit, im the insane governor of the godforsaken colony after all!!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Hyndis on March 02, 2013, 12:25:25 am
I apologize for my earlier wall of text, but I apparently had failed to notice this thread. Then when I saw it in its 38 page glory I went on a frenzy reading every blog entry and screenshot and got overly excited.  :D


Will there be some sort of standing orders, ala Towns, or the option to produce things individually if the player wants, such as in DF?

When the player orders things produced at the higher level, will then your citizens/subjects/serfs will then automatically produce the items that make up the big thing you ordered? I'm thinking, say, a steampowered suit of armor. It would probably need lots of brass and iron, maybe some cogs, leather, glass for the headwear so the soldier can see out, etc.

Will the player need to queue up X number units of brass plating, Y boxes of cogs, and Z crates of leather? Or you just order a soldier to put on a suit of steampowered armor, and then the military unit's commander gives an order to the craftsman. So the blacksmith, tanner, and glass blowers all get to work automatically, making the components, which are then assembled at some arms depot and delivered to the barracks all without further input from the player?

If so, and thats automatic, then thats awesome. Micromanagement is one thing, but if its just tedious micromanagement without any gain, and its just busywork, then that is no good.


As far as fortifications go, adding in, well, building destroyers might make things extremely complex. There's the DF model where most things are not building destroyers. Sure, eldritch horrors could rampage through your city, slaughtering and eating everyone until its a ghost town full of skeletons, but they leave the buildings intact. There needs to be some sort of mechanism for them to break down doors so they can get into town through the walls. Or some requirement to keep a constant path to the outside world.

Evil Genius had an interesting take on this. You had to have a path to the outside world at all times. Even if it was through locked and guarded doors, you still had to have a path. If there was no way for a minion to path from his current position to the helipad (entrance/exit for the map) then the minion would begin to panic and slowly lose HP over time, eventually ending in their death. So you could in theory forever wall off your evil island lair, but your minions would all go insane from being buried alive and soon perish. As doors could be destroyed or have the locks picked by agents, this meant that agents always were able to path into your evil island lair. Doors would slow them down, but nothing could outright stop them, barring traps or minions to "dispose" of the pesky secret agents.

Cannons might imply some sort of building destruction. Would that also go the other way, so your city could be under siege by things that could destroy walls? If so, I'd suggest some sort of mechanism to have wall damage repaired automatically, as designating a new wall to be built after every siege would get tedious. The Stronghold games had a mechanism where an idle engineer would automatically attempt to repair damaged walls so long as you had stone to repair them with.

And another fun thing with cannons...what about gigantic monsters? A monster so big that muskets would be like a bee sting? You can't stop C'thulhu with muskets, the muskets are just too small. But bringing up the artillery might be more effective for very large creatures.

Artillery as a defensive thing would also be invaluable. Maybe give them a few options. Solid shot for long range, and grapeshot for close. Or even more exotic ammunition, depending on what the scientists and researchers can invent. Cannons shooting ball lightning? Cannons mounted on walls or towers could certainly help thin out the numbers of the attacking hordes.

As you mentioned there will be fortifications, that implies attacks or even sieges. Will the strength and timing of sieges be something that can be manipulated, so a player can start off peaceful, build up a fortress, and then declare war on everyone and have an onslaught? Maybe civilizations at the edge of the map which could be traded with, or if relations are bad, they might send armies instead.


Again, apologies for the wall of text. I'm just overly excited. Victorian dorfs with steampunk technology and Nikolai Tesla fighting C'thulhu? Ohgodyes.  :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on March 02, 2013, 01:03:20 am
military strategy game.  Maybe for the next game :D
Diggle Wars: The Tunnelificating?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 10, 2013, 03:24:21 pm
Sorry for being away for so long guys!

Hyndis: I'm hesitant to give you a lot of answers to these questions due to just how much iteration i'm sure is ahead of us.  We want building destruction but it's a sufficiently modular task that we are delaying it while the rest of the systems come together.  Beyond that, we are currently operating on the belief that if you queue up a bunch of high level items, their dependencies will also be queued, but if you just want to make a bunch of metal plates, you can do that too.  Always nice to stockpile materials in case of emergency :)


Most of our work lately has been on the AI, as I think shows on the blog.  We're hammering in character traits, working on job dependencies, and are starting to get over the hump where we can start adding all of this game content that we have been forced to sit on while the fundamentals come together.

Our latest tests involving 100+ agents run really smoothly (before optimization!) which I am really pleased with.  Makes a lot of our tech investment start making a lot of sense :)

As we mentioned on the PCG thing and on our blog post, we are pushing release from later this year to early next year, due in part to how long it took to get to "production" from infrastructure development, and partially because of all of this game console madness.  It'll be a better game for it though, and we are still on track to start pushing out a beta here or there in June-ish of this year.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on April 10, 2013, 04:54:21 pm
Any chance of you being at Rezzed ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on April 10, 2013, 05:07:24 pm
Wow.  I had no idea that existed; that looks awesome!

The June-ish playable thing is probably going to be hideously broken, so alas probably not :(  I think we'll be showing our first playable game to non-guinea pigs at Pax prime this year, barring any serious issues, but we've already started talking about how we can reach out more effectively to our European players, so I'm hoping we can come over and meet you guys too :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on April 10, 2013, 05:15:24 pm
But we don't have to play it even if you just have a conference and have out stuff ;) and you could talk about your game there and drum up more interest ?

Is there a chance of you going ? On the rezzed page they did say they want lots more developers to go to it. 

I mean if you did give a conference type thing on the game; what you have done, where you are going what you would like to put in, how much insanity it would bring that would still be awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on April 10, 2013, 05:23:41 pm
Your april fools update was hilarious, just saying. Anyways, I have a question of my own, can we get STEAM TANKS? And how much will the game cost release day?
I can just see it now, firing a mobile steam cannon at a eldritch abomination.
Cause I want this
Spoiler: WARNING HUGE (click to show/hide)
to be a thing :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on April 10, 2013, 05:42:53 pm
We will seriously consider Rezzed, but that's all I can promise.  Thanks for asking though, I love the UK, and I think I owe Introversion Mark a beer still :D

Also yes, vehicles are in the design phase now but I think it's likely (though not certain) that we will have some form of armored cannon vehicle.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ChairmanPoo on April 10, 2013, 05:58:45 pm

For the record, I'm eagerly waiting for release date. I find the game's premise very interesting.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: pilgrimboy on April 10, 2013, 07:13:50 pm
Yeah. I just want to say that I am looking forward to this. I have enjoyed Dungeons of Dredmor tremendously.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on May 01, 2013, 01:37:40 pm
hnnnggggg http://www.gaslampgames.com/2013/05/01/designing-combat-for-clockwork-empires/

for the love of god i want to play this game >,<


I also just love reading the tags at the bottom:

"I really don't meant to bag on Starcraft all the time but all that Counterstrike in the late 90s killed my wrists so its impossible for me to play"
" you have to buy all four episodes to get the lightning gun   "

if this ever went to kickstarter I would back a minimum of $250 most likely more :P

speaking of that daniellll will we be able to pre-order at any point ? either just base game or on varying levels ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mesa on May 01, 2013, 03:42:47 pm
Dwemer Fortress?
Me gusta, senior. (pardon my extremely bastardized Spanish)

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on May 01, 2013, 08:16:58 pm
Dwemer Fortress?
Me gusta, senior. (pardon my extremely bastardized Spanish)



Well hey there. (http://www.bay12forums.com/smf/index.php?topic=83992.0)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mesa on May 02, 2013, 03:00:35 am
Dwemer Fortress?
Me gusta, senior. (pardon my extremely bastardized Spanish)



Well hey there. (http://www.bay12forums.com/smf/index.php?topic=83992.0)

I know about that.

But a brand new game > pseudo-total conversion.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 07, 2013, 01:18:22 pm
Sorry for the delayed reply here, my girlfriend finished her undergrad in May so we went to Ireland to celebrate :D

We're talking about doing some kind of pre-order, but that would be a few months out at the earliest if we do.  If we decide to do a preorder, I would want to make sure it's structured in a way that people will actually really like; sometimes these things really rub me the wrong way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: CognitiveDissonance on June 07, 2013, 01:28:33 pm
PTW!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alexpoysky on June 07, 2013, 01:29:09 pm
REALLY digging this. Thanks for reminding me about it's existance guys!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on July 06, 2013, 10:08:55 pm
When this is out we should have a contest to see who can get the most cogs and gears onscreen at once, UI included.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 07, 2013, 01:30:37 am
I'm certain it'll be something more like "most efficient clean-burning madness colony" or "wackiest cultist antics".

But cogs n gears works, too ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on August 19, 2013, 02:23:44 pm
Bay12 exclusive update for today: we're internally discussing the gameplay effects of the wonderful invention called the "revigorator" while I take a break from boring business stuff.

http://www.theatlantic.com/health/archive/2012/10/we-used-to-put-radium-in-coffee/263408/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on August 19, 2013, 02:47:53 pm
Ah. Despite not being a spambot, the article mentions everything but examples of coffee  >:(.

I suggest historical accuracy, balkanization, competing businesses and i wonder if there's opium?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on August 19, 2013, 02:58:49 pm
I was really annoyed about the lack of coffee too, but the ads are just awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on August 19, 2013, 03:14:57 pm
I was really annoyed about the lack of coffee too, but the ads are just awesome.

Still not a spambot. What can you tell us about the history of coffee?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on August 19, 2013, 03:23:54 pm
... What?

Who's not a spambot? Why are you asking one of the game-creators about coffee history?

WHAT IS GOING ON HERE?!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on August 19, 2013, 03:26:49 pm
oh man.  Uh... well, without looking it up on the internet, i don't know a whole lot about it other than that it grows in south america, raw beans are pretty gross, and it's enslaved most of the human world.

I guess it's pretty suspect to make a random post on a thread that involves the word "ads" huh.  I'm sorry!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on August 19, 2013, 04:08:55 pm
Fun fact, coffee shops used to be popular places to debate politics, and therefore places where a lot of revolutionary sentiment could be found.

Will radium laced coffee become the drink of choice for the forward thinking revolutionary?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on August 19, 2013, 04:20:57 pm
No man, it was the article of a kin with cracked and the escaped lunatic on your profile :P.

One wonders whether coffee culture was reared in European lairs or through American alchemy, proletariat encouragement or noble fancy.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on August 27, 2013, 06:13:13 pm
Just got a question about whether we'll be at pax this year, as I had mentioned earlier that it was our plan to show off the game at pax prime.

The short version is we won't be there. 

The major reason for this decision is that we want the game to be as shiny as possible for the first interaction with press, honestly.  I suspect we'll have non-employees playing with the game before too long... maybe October, but that'll be before the press sees it.

Sorry if you guys were really looking forward to seeing us there, believe me, we can't wait for you to play it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Chattox on August 27, 2013, 06:46:37 pm
Take your time; as we're seeing with Starbound, showing off your game too early is bad news :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Muz on August 29, 2013, 05:07:44 am
I should never have clicked this thread. Now I'm all hyped up  :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Krevsin on August 29, 2013, 06:17:41 am
I am giddy with anticipation.

Which I probably shouldn't be, with my No-Hype rule and all. But screw it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: mendonca on August 29, 2013, 07:23:18 am
Posting to watch ... getting to the point where I might allow myself to get a little excited.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Brotato on August 29, 2013, 11:17:20 am
Just sending out a little PTW message.  Hopefully there'll be some news about this in a couple of months.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on August 29, 2013, 01:22:49 pm
Just sending out a little PTW message.  Hopefully there'll be some news about this in a couple of months.

There's weekly dev blogs on the gaslamp front page. They're always entertaining, moreso if you like gritty details about gears, pipes, pipes encrusted with gears, and clean-burning insanity.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on August 30, 2013, 11:17:30 am
Oh, they've been doing this and that...
Spoiler: chicken (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Inarius on August 31, 2013, 03:54:10 pm
This game sounds really interesting. I really hope it will be as deep as it is supposed to be.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on August 31, 2013, 06:43:11 pm
I wonder if you could spin those chicken-rending render glitches into, like, hotspots of eldritch geometry. You think it looks like it would make a good end-table for the mayor, but suddenly all the urchins you send to pick it up are twelve feet tall, angular and inside-out. So you just use them as end-tables instead.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on September 05, 2013, 01:01:18 pm
Well, we're starting at "deep enough to be interesting" and going from there.  I don't think we have a prayer of making things as complex as Toady has, he is more than a few years of work ahead of us :P

Maybe one day though!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Parsely on September 09, 2013, 03:54:21 am
PTW
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on September 25, 2013, 04:50:16 pm
So, as a few of you guys have mentioned in this thread, we have a development blog that we post to on a weekly basis.  Should I post links to the updates when they come up?

I haven't been doing this because, well, Bay12 is a game company forum that isn't ours, and I don't know how people feel about it, but I realized that it would be more productive to just ask and see what you think. :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on September 25, 2013, 04:52:05 pm
So, as a few of you guys have mentioned in this thread, we have a development blog that we post to on a weekly basis.  Should I post links to the updates when they come up?

I haven't been doing this because, well, Bay12 is a game company forum that isn't ours, and I don't know how people feel about it, but I realized that it would be more productive to just ask and see what you think. :)

I for one would prefer it if you did. I'm lazy and this is pretty much the only spot I go to most days. A link here I'm much more likely to click on and go check out than I am to remember to go looking for the content on my own.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on September 25, 2013, 05:01:20 pm
So, as a few of you guys have mentioned in this thread, we have a development blog that we post to on a weekly basis.  Should I post links to the updates when they come up?

I haven't been doing this because, well, Bay12 is a game company forum that isn't ours, and I don't know how people feel about it, but I realized that it would be more productive to just ask and see what you think. :)

I think it would be great if you posted the links. It would give you a great opportunity to let us know if your blog post touches on any of the questions or comments that have cropped up in the thread.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on September 25, 2013, 05:34:52 pm
Well one of the recent blogs directly stated that embarking by a volcano might be somehow "bad." I now find all the information therein dubious....

I don't see a problem with it though. Lots of devs post info here about things this community likes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on September 25, 2013, 08:47:53 pm
I guess I should note here, I need to update that resume I sent you; I'll lick boots in addition to QA. I have a degree in it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: CognitiveDissonance on September 26, 2013, 12:04:04 pm
I was curious, so I googled the blog. Here it is:

http://www.gaslampgames.com/blog/

Man... this game looks so damn good. *drool*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on September 26, 2013, 02:17:11 pm
Sounds good guys, I'll post em up :)

Most recent one was an art post about our experiments with particles:

http://www.gaslampgames.com/2013/09/25/how-many-particles-can-dance-on-the-tooth-of-a-sawblade/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 02, 2013, 02:44:59 pm
This week's blog post: governmental unrest and technical updates --

http://www.gaslampgames.com/2013/10/02/technical-status-update-empire-shutting-down-whigs-to-blame/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on October 02, 2013, 03:09:24 pm
Very nice! Both the writing and the progress evidenced inside the update. :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on October 02, 2013, 05:10:33 pm
I wonder if this game is going to have an Adventure Mode, kinda like a Victorian DoD.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 02, 2013, 05:34:49 pm
Maybe one day ; )
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 09, 2013, 01:05:09 pm
We've been taking a week or so to clean up some stuff that was really bothering us on the rendering side of things.  We're really happy with the results!

http://www.gaslampgames.com/2013/10/09/no-rock-is-an-island/

Micah is busy writing me a method to identify unique historical events so we can have characters relay events without having horrific telephone-game-related problems, so I'm working on some different stuff, and Nicholas is hard at work on our building creator which still has the occasional bug that causes a building roof to extend to infinity.

The contents of this post are almost entirely the results of the hard work of the 4 guys in the art department: David, Sean, Joseph, and Chris.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on October 09, 2013, 02:24:57 pm
"This is all well and good, Mr. Baumgart; but if the game comes out and I don’t feel the urge to say “Hey, I know you — you’re that rock!” to at least one in-game rock after reading a full article on virtual rocks, I will be disappointed.

Good day."-Nya

I have to agree with the above comment post on that dev blog. Don't disappoint me.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 09, 2013, 02:38:04 pm
Hahaha alright alright, i guess we had better get to work on the set-piece system we were talking abouta few months ago.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on October 09, 2013, 02:41:09 pm
So pet rocks are now a thing in the game, right?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 09, 2013, 03:26:15 pm
If you mean rocks that the characters talk to, which whisper to them in their sleep, then definitely.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 17, 2013, 12:56:36 pm
Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken.  It's all fixed now though!  Still, I wasn't able to get any of the character behavior stuff done that I really wanted to, so I sulked around the office doing paperwork while the guys worked on other stuff.  So that leaves us with a post on debugging!  YES!

Nicholas wrote up this post about implementing academic papers and debugging using obscure file formats, and we posted it while starving and overly caffeinated during a road trip to Washington in a rental car.  The rock star life of a game developer, ladies and gentlemen.

http://www.gaslampgames.com/2013/10/16/how-to-debug-an-exploding-building/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 17, 2013, 01:42:19 pm
Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken.  It's all fixed now though!  Still, I wasn't able to get any of the character behavior stuff done that I really wanted to, so I sulked around the office doing paperwork while the guys worked on other stuff.  So that leaves us with a post on debugging!  YES!

Nicholas wrote up this post about implementing academic papers and debugging using obscure file formats, and we posted it while starving and overly caffeinated during a road trip to Washington in a rental car.  The rock star life of a game developer, ladies and gentlemen.

http://www.gaslampgames.com/2013/10/16/how-to-debug-an-exploding-building/

That looks really interesting.  That being said, I don't quite understand it.  I would absolutely love to see a .gif of the process in action.

Are the blue lines the blueprint, and the red the top of the "wave"?  Basically by creating a horizontal cross-section of the roof and slowly moving it up, you can calculate what the roof would look like, based on a few rules?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on October 17, 2013, 01:56:18 pm
Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken. 
Story.  Of.  My.  Life.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on October 17, 2013, 02:24:09 pm
Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken. 
Story.  Of.  My.  Life.

Oh man, so true.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 17, 2013, 02:36:25 pm
Puzzlemaker: Yeah, that's the idea.  The rules get complicated when you have buildings with "nodes" that are connected, as there are more cases than you'd think there would be for merging large pyramidal sections.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 17, 2013, 02:50:39 pm
Puzzlemaker: Yeah, that's the idea.  The rules get complicated when you have buildings with "nodes" that are connected, as there are more cases than you'd think there would be for merging large pyramidal sections.

Thanks!  That's pretty cool.  Glad you got it fixed in the end though, those kind of bugs are a bitch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ahappydude on October 17, 2013, 04:00:04 pm
Been watching this gem since they annocunced it, hmm have they stated any "when is it ready"?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on October 17, 2013, 05:34:46 pm
Been watching this gem since they annocunced it, hmm have they stated any "when is it ready"?
If you've been watching, then you would know, yes?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 17, 2013, 05:57:59 pm
We'll be announcing some stuff pretty soon, thanks for being patient guys.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on October 18, 2013, 01:22:10 am
We'll be announcing some stuff pretty soon, thanks for being patient guys.

Woo! Can't wait!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on October 18, 2013, 06:16:01 am
Been watching this gem since they annocunced it, hmm have they stated any "when is it ready"?
If you've been watching, then you would know, yes?
What he's really saying:

"I'm too lazy to go read stuff, so please summarize all of the changes since announcement and feed them to my lazy gob."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 18, 2013, 12:00:45 pm
We'll be announcing some stuff pretty soon, thanks for being patient guys.

Don't say things like that, because you'll get my hopes up.  Unless you are doing something like an open beta (or even a closed beta for pre-orders).  Then you can get my hopes up.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 18, 2013, 01:08:04 pm
Well, we're releasing a "thing" (not playable) within a month, and our standing plan is to do some sort of closed alpha as soon as it "feels like a game", which we're very close to, but is probably at minimum 6 weeks away. 

Hopefully that's a bit better at managing expectations than "soon"! (I can't believe I said that, I HATE it when people say that!  What have we become?!)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 18, 2013, 01:43:53 pm
That is infinitely better then "Soon"!

But what are you releasing?  A video?  Plush dolls?  Source code!?!?

Looking forward to seeing what you churn out!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on October 18, 2013, 05:53:42 pm
But what are you releasing?  A video?  Plush dolls?  Source code!?!?

My money's on steampunk diggles.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on October 18, 2013, 05:59:54 pm
It's a video of them playing with plush dolls made to look like the source code.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ahappydude on October 19, 2013, 03:00:06 pm
Been watching this gem since they annocunced it, hmm have they stated any "when is it ready"?
If you've been watching, then you would know, yes?
What he's really saying:

"I'm too lazy to go read stuff, so please summarize all of the changes since announcement and feed them to my lazy gob."

Is it common to you to call people lazy so quick ? Lolface, or maybe iv been battleing some real life problems that cause me and my computer not to be able to read about school,job, games for a long time? That doesnt mean that im to "lazy", i was curious , but hey, kudos to you for wearing an asshat (Y) Great news daniel, hope everthing will turn out as you and your team wanted!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 19, 2013, 03:01:11 pm
But actually providing usefull information needs so much effort.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Caz on October 20, 2013, 11:49:37 am
We'll be announcing some stuff pretty soon, thanks for being patient guys.


*holds onto edge of seat*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 23, 2013, 09:47:57 pm
Finally, an update about gameplay!  I swear we're basically done with the "let's make that rendering prettier" stage for a while.  We can get back to what matters: simulated social behavior.

http://www.gaslampgames.com/2013/10/23/brief-frontier-simulation-update/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on October 23, 2013, 10:08:34 pm
[Edit: removed]
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Steelmagic on October 23, 2013, 11:18:25 pm
Finally, an update about gameplay!  I swear we're basically done with the "let's make that rendering prettier" stage for a while.  We can get back to what matters: simulated social behavior.

http://www.gaslampgames.com/2013/10/23/brief-frontier-simulation-update/
Well it looks like somebody is a fan of saws.

This looks like it could be really cool.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 24, 2013, 03:55:56 pm
Advocating for games that deliver good stories on PA Report:

http://penny-arcade.com/report/article/the-storytellers-clockwork-empires-and-creating-a-canvas-for-youtubers
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 28, 2013, 05:57:39 pm
Spent the day reading up on marxist labor theories of value.  I have no idea what effect this will have on our game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on October 28, 2013, 06:02:05 pm
Spent the day reading up on marxist labor theories of value.  I have no idea what effect this will have on our game.

Groucho or Harpo? Please say Groucho....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 28, 2013, 06:08:06 pm
Zeppo
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on October 28, 2013, 06:22:03 pm
My hopes, they are dashed. And sometimes, dotted.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 29, 2013, 08:24:19 am
Spent the day reading up on marxist labor theories of value.  I have no idea what effect this will have on our game.

This excites me for some reason and I don't know why.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on October 29, 2013, 08:57:52 am
So have you guys made any progress or given any thought on sound design? Not just the world sounds and whatnot but music too, since that's a rather big factor in creating atmosphere and so far everything you've done will be oozing it, all it needs is some sound icing on the atmosphere cake to make it all the sweeter :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 29, 2013, 12:58:10 pm
Yeah!  The music and sound effects are in full swing actually.  We've written a dynamic music system, where @zath has written several layers of music for each track, each one representing a different sense of tone, such as progress, battle, insanity.  The game keeps track of the events in the settlement and chooses which most important few layers of music should be played based on what's happening.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on October 29, 2013, 01:02:01 pm
Yeah!  The music and sound effects are in full swing actually.  We've written a dynamic music system, where @zath has written several layers of music for each track, each one representing a different sense of tone, such as progress, battle, insanity.  The game keeps track of the events in the settlement and chooses which most important few layers of music should be played based on what's happening.

There was a blog about that at one point, wasn't there? It's been a while, but I remember some music samples posted and talk about the dynamic mixing based on colony mood.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 29, 2013, 01:06:29 pm
You're right, I had forgotten about that :P

Here's the blog post, complete with some clips. 

http://www.gaslampgames.com/2012/12/20/dynamic-music/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 12:06:37 pm
It felt like the right time to put together a teaser trailer with some of the stuff we've been working on.  Check it out!  Now I can sleep forever. 

(Also the new site has screenshots)

http://clockworkempires.com/

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ank on October 30, 2013, 12:27:33 pm
You had me at "Quag'Garoth"
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 30, 2013, 12:29:22 pm
It's out in Spring?!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sappho on October 30, 2013, 12:29:38 pm
It felt like the right time to put together a teaser trailer with some of the stuff we've been working on.  Check it out!  Now I can sleep forever. 

(Also the new site has screenshots)

http://clockworkempires.com/

*drooooool*

Once this game is released, I shall never be productive again.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 12:45:23 pm
HMMMMMM...   I'm removing that from the site, but suffice it to say, that something will probably happen spring 2014.  Damnit, PR and shit.  We're no good at this, we just want to make fake people have lovers' quarrels!

Edit: on second thought, whatever, screw it, yes, you will be able to play it sometime next spring.  WHEN next spring though?  You can pry that from my cold dead brain.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Wiles on October 30, 2013, 12:59:45 pm
This looks fantastic. Lovecraftian Steampunk sim by the crew who made one of my favourite indie games. This one presses all the right buttons for me! I can't wait.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 30, 2013, 01:12:10 pm
WHEN next spring though?  You can pry that from my cold dead brain.

Wouldn't that be likely to cause delays though?

Is there any chance of a playable alpha/beta (paid or otherwise) happening before the year's up?  I'm getting a little itchy, and we can definitely handle unfinished games around these parts :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 02:36:37 pm
maybe...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on October 30, 2013, 02:55:07 pm
maybe...

*twitch*

WHEN
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Anvilfolk on October 30, 2013, 02:59:57 pm
That trailer looks really cool :D

I have to say though, I wonder what that soldier was doing digging around in the graveyard... was he digging a grave for someone else, and happened to find an artefact of DOOM?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 05:26:49 pm
If you guys want to sign up for "testing", you should sign up for the mailing list at ClockworkEmpires.com.

I promise we won't send you any emails that you don't sign up for, and if you DO get any spam for things you don't want, it'll also be for things that you can't buy in this century and would probably kill you.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 05:27:56 pm
Kidding, we wouldn't actually do that, because people care about not getting emails... but, you know, we would otherwise because we just like doing stupid stuff like that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 30, 2013, 05:42:51 pm
I'm absolutely fine with receiving occult spam.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: cheesemcmuffin88 on October 30, 2013, 06:05:17 pm
PTW
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on October 30, 2013, 06:09:31 pm
Disappointed that the address given when you sign up for mailing list is the Post Office. I was looking forward to creepily stalking everyone at Gaslamp as an unemployed vancouver bum.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 06:21:37 pm
IT WORKED
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on October 30, 2013, 06:26:41 pm
(But seriously if you ever need an in-office playtest or uhhh a Butler or something I'm a quick bus ride down from Gastown which is where I assume you guys are near.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on October 30, 2013, 06:34:15 pm
Haha sounds great, I'll let you know :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: guessingo on October 31, 2013, 02:49:56 pm
i dont see any info on a release date on the site. any ideas?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 31, 2013, 02:52:07 pm
i dont see any info on a release date on the site. any ideas?

Spring.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 31, 2013, 03:16:55 pm
((Though that's certainly not official.))
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on October 31, 2013, 03:24:28 pm
((Though that's certainly not official.))

HMMMMMM...   I'm removing that from the site, but suffice it to say, that something will probably happen spring 2014.  Damnit, PR and shit.  We're no good at this, we just want to make fake people have lovers' quarrels!

Edit: on second thought, whatever, screw it, yes, you will be able to play it sometime next spring.  WHEN next spring though?  You can pry that from my cold dead brain.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on October 31, 2013, 03:53:33 pm
PTW, looks like a slightly more fleshed out (bad wordage) user friendly Dorf Fort, with hilarious random encounters.  When that person dug up the idol it seemed exactly like something my dwarves would do.

"What's this black thing?  Why was it in a cemetery?  Whatever, I should put it on my kitchen table."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Caz on October 31, 2013, 04:54:04 pm
PTW, looks like a slightly more fleshed out (bad wordage) user friendly Dorf Fort, with hilarious random encounters.  When that person dug up the idol it seemed exactly like something my dwarves would do.

"What's this black thing?  Why was it in a cemetery?  Whatever, I should put it on my kitchen table."

Steampunk Human Fortress for the masses.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on October 31, 2013, 04:56:47 pm
To be fair, it's a bit unfair to describe any more than superficially detailed simulation game as a DF=like. I mean, this one doesn't even have sprawling underground complexes.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on October 31, 2013, 04:58:12 pm
Well, at one point neither did DF.  Them pesky Z-levels, I tells ya.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on October 31, 2013, 05:18:08 pm
Well, at one point neither did DF.  Them pesky Z-levels, I tells ya.

Yeah, but even in 2D a major part of the game was digging out your fortress from the mountainside. That's very different from a game like this where the focus is on building things up rather than tunneling.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on October 31, 2013, 05:20:44 pm
... Most of my forts are above ground.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on October 31, 2013, 05:29:19 pm
... Most of my forts are above ground.
A different style of play for different people.

... Though I shudder at the thought of winged creatures in above-ground forts.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on October 31, 2013, 07:52:32 pm
You're supposed to put roofs on your buildings. :I
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mech#4 on October 31, 2013, 08:21:11 pm
You're supposed to put roofs on your buildings. :I
\

Winged Creature: "I love these things! They're like lunchboxes!"

Electrified roofs? That would stop them perching anyway.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Caz on October 31, 2013, 08:59:26 pm
I love above-ground forts, but building constructions higher than a few z-levels are hell. DF really needs some kind of auto-scaffold implementation for adding constructions in places where your dwarves can't normally reach. Otherwise it's b>C>f, b>C>w, remove construction, b>C>w etc. Too time consuming and then your mason gets stuck inside a wall and akljaskldjaskldfjask your fortress has crumbled to its end.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on November 01, 2013, 01:25:54 am
I love above-ground forts, but building constructions higher than a few z-levels are hell. DF really needs some kind of auto-scaffold implementation for adding constructions in places where your dwarves can't normally reach. Otherwise it's b>C>f, b>C>w, remove construction, b>C>w etc. Too time consuming and then your mason gets stuck inside a wall and akljaskldjaskldfjask your fortress has crumbled to its end.

Code: [Select]
Step 1
  ###
 <# #
  ###
Code: [Select]
Step 2
  +++
 >+ +(<---Can now build all roofing needed from edges)
  +++
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 01, 2013, 11:43:26 am
"Higher than a few z-levels", man.

The first level roof is simple. It's when you have 3+ stories that the final roof is a bitch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: BigD145 on November 01, 2013, 01:42:46 pm
"Higher than a few z-levels", man.

The first level roof is simple. It's when you have 3+ stories that the final roof is a bitch.
Leave a gap in the wall. Ramp on outside of wall. Wall on outside of wall. Done. Easy. Tear down in reverse order and finish the permanent wall.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 01, 2013, 03:42:32 pm
I admit, when I play DF, typically, I just try to dig deep enough for bad things to happen before my dwarves all kill each other because they're so upset with me.  They're ill-trained, badly equipped, and none of them have ever seen a waterfall until it's too late.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 01, 2013, 03:48:05 pm
Well, not entirely true, but I sort of have to wait till i'm really sick or have an abundance of free time to just drape myself in blankets, candy, and tea, and spend hours listening to lute music.  It's a rare luxury :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 06, 2013, 04:08:19 pm
In our latest blog post, David reveals to the 1 guy who was shocked that we're secretly communists:

http://www.gaslampgames.com/2013/11/06/fixing-the-economy/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 06, 2013, 04:27:13 pm
Interesting stuff.

But as someone who made a mod to specifically expand on DF's ironworks and steel industry to make it more realistic I feel I must point out that Dwarf Fortress only simulates a small portion of what is required to go from iron to steel. And a fairly advanced version at that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 06, 2013, 04:28:58 pm
Spent the day reading up on marxist labor theories of value.  I have no idea what effect this will have on our game.

And now we know!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on November 06, 2013, 04:40:35 pm
Interesting stuff.

But as someone who made a mod to specifically expand on DF's ironworks and steel industry to make it more realistic I feel I must point out that Dwarf Fortress only simulates a small portion of what is required to go from iron to steel. And a fairly advanced version at that.
Yeah, DF doesn't go over the entirety of the steel creation, but you have to admit that it's more advanced than about 80% of the other game's steel creation process.  I can think of a couple of games off the top of my head that have "Throw some iron and coal into a furnace," mechanics to make steel.

But I digress, the blog post was good.  Cool to see that the game's coming along, and that we'll be worrying about our stockpiles instead of our cash at the top of the screen.  Also, could we leave the mines as they are?  Mines that set people on fire just seem dwarfy. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 06, 2013, 04:44:35 pm
Also, could we leave the mines as they are?  Mines that set people on fire just seem dwarfy. :P

Now, now, you can't have ALL mines do that. Then they don't feel special anymore. But some mines...yes, some mines should set people on fire. You get better stories that way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 06, 2013, 04:55:53 pm
Yeah, honestly DF's metallurgy isn't that complicated.  The economic model for DF is actually wonderfully shallow in terms of the number of processes that everything takes.  Generally though, there's so much choice in how to convert one thing into another that it's hard to understand the ramifications of the choices sometimes, but such is the benefit and cost of a rich simulation filled with options I think.  We'll run into it i'm sure. 

Really this is one giant case study in hubris, but then, that's the game's setting anyway, so it's all good.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 06, 2013, 05:02:59 pm
Yeah. And blast furnaces (which are what use Coal, Flux, and Iron to generate steel) are both efficient and appropriate for the steampunkish setting. So you can reasonably get away with simply requiring those 3 resources to make steel without needing to go into too many details.

It is also not unreasonable for most colonies to import steel rather than produce it on site. The typical Colonial model was for colonies to export raw materials and then import finished goods. Getting to the point where you're running your own steel mills and producing local goods made of steel should represent a pretty advanced colony. (And one that has suitable resources close by).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on November 06, 2013, 05:12:39 pm
You mention the suitable resources, and that actually piques my curiosity about embarking sites (in dwarven terms anyway).  I need to go read blog posts and stuff before I ask questions that might've already been answered.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on November 06, 2013, 06:31:56 pm
I really like that method of judging value (within the context of a game, at least).

Is there a possibility of taking into account a few factors such as the amount of people capable of creating the product, their average skill level, availability/quality of tools/resources/power, the social class of those who produce said item (if some items are limited this way), the quantity of the item already in existence locally (say the value of each individual unit of pumpkin stew being X% lower when you're basically swimming in the stuff) etc etc?  It'd be kinda awesome to see something as being worth 5 hours and 29 minutes of time, even better if it's 5 hours and 29 minutes of Aristocrat time (equivalent to maybe 2-3 times that much 'commoner' time).  Hell, you could even intentionally fudge the numbers a bit by random, with the severity decreasing as and when you develop better methods of timekeeping.

Or am I being silly and trying to lead you down the path of madness? :P

I seem to remember you saying that the game is intended to be highly moddable.  Are you in a position where you'd feel semi-confident in hazarding a guess as to what aspects will and won't be open to tinkering?  I'm particularly interested in models/textures (not to suggest that yours aren't gorgeous, I'm just thinking about potential conversion mods with different themes), supply chains (raw materials through to the finished product) and their perceived value (maybe even the method of calculating values, it'd be awesome to have the option to play mods with entirely different economic systems), weaponry/combat animations, and the relationship/trait systems.

Sorry if I'm getting a little too far ahead of things here (and also for the excessive brackets), I've just become a little enamoured with the idea of a DF themed mod in Clockwork Empires.

Oh, one last question.  Do you intend for people to have their own property or is everything to be kept communally?

E: I lied.

From Something Awful

Quote
You specify a blueprint on the ground. You tag each wall with a "profile", which designates the building material and the profile of the roof. We then automatically extrude the building based on this. End result: you choose what the building looks like. (Then you stick decorations and gameplay elements on it, hook it to the Steam Pipes, etc.)

http://www.youtube.com/watch?v=vhX79At0vng  <-- this is not our system, but this is somebody else's implementation of the same algorithm we use. Ours does texturing, which his does not. So, yeah. Basically, if you want all your buildings to be octagonal Gothic Cathedrals, we'll accomodate you. If you just want to plunk down square megaliths, we got you covered. Want all your urchins to live in large, faux-Japanese pagodas? Got you covered. It's *very* cool stuff, and I'm really excited to be using it.

Is this still the case?  Any idea if we're getting multiple internal storeys yet?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 06, 2013, 07:02:01 pm
The labor theory of value is really, basically, the first step.  It gives us the coarsest view of the cost of things.  We can then consider rarity of the materials involved, and then we can potentially consider the quality of the craftsmanship.  The concept of starting simply is something of a religion around here, because these systems can get out of hand so quickly.  We'll iterate on it as soon as it becomes obvious that it's the next step that will return the highest value, and i am very expectant that that'll happen at least once.

Modding is something we've been talking a lot about lately.  Specifically, one thing I'm really worried about is that we could send out a few copies for internal beta, then those guys start modding a living and unfinished code-base, and suddenly we have to support decisions that were bad ones or made accidentally.

This is a horrible nightmare of a trap that leads you to things like Microsoft's 30 year code bloat.  It's horrible.  I can't stress how bad this is.

To get away from this, at this point, our plan is to carefully consider and harden a small number of systems that the mod community can access, and only condone mods for those systems.  We will then slowly grow this list as we gain confidence in the robustness of the design of the other areas, and we will make this information public.  You could mod the other stuff if you really wanted to, but the chances that your mod would need to be patched as we patched the game would be quite high, and we want people who want do this to know what they're signing up for.

I can tell you that, technically speaking, the entire game state, outside of the actual terrain itself, lives in scripts.  In a perfect world where we have the time to harden every system, you will be able to add new commodities, new character behaviors, new models, new animations, everything but (probably) the terrain itself will be moddable.  You could make a zombie/alien/cow survival tower defense on the Clockwork Empires engine, and it wouldn't be all that hard.

The usual disclaimer.  EVERYTHING said here is subject to change.  Don't want to upset anyone if things change, but these are our intentions, not hard facts.

Edit: Oh, yeah, people will own things, but not very many things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 06, 2013, 07:07:55 pm
Sounds like a good plan to me.


The subject of craftsmanship and cost reminds me of an old joke:

    A giant ship engine failed. The ship’s owners tried one expert after another, but none of them could figure but how to fix the engine.

    Then they brought in an old man who had been fixing ships since he was a young. He carried a large bag of tools with him, and when he arrived, he immediately went to work. He inspected the engine very carefully, top to bottom.

    Two of the ship’s owners were there, watching this man, hoping he would know what to do. After looking things over, the old man reached into his bag and pulled out a small hammer. He gently tapped something. Instantly, the engine lurched into life. He carefully put his hammer away. The engine was fixed!

    A week later, the owners received a bill from the old man for ten thousand dollars.

    "What?!" the owners exclaimed. "He hardly did anything!"

    So they wrote the old man a note saying, "Please send us an itemized bill."

    The man sent a bill that read:

    Tapping with a hammer………………….. $ 2.00
    Knowing where to tap…………………….. $ 9,998.00


It would make sense that someone with a rare skill that takes years to get to would be able to charge more for their time than someone who is much less skilled or performs a task that requires less skill for comparable results.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 10, 2013, 02:50:26 am
From: http://www.gaslampgames.com/2013/11/06/fixing-the-economy/

"I could ramble about this for quite some time but I’ll wrap it up here — my task today is to figure out how to make mines let people mine instead of setting people on fire (which they’re, unfortunately/hilariously, still set to after we got the teaser trailer footage captured)."

This.  This proves that they understand.

I can't say for sure that I'm going to play CE for a very long time, but I'll certainly buy the game, and I know I will have huge fun with it for at least a few weeks.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aoi on November 10, 2013, 03:19:57 am
It'd be kinda awesome to see something as being worth 5 hours and 29 minutes of time, even better if it's 5 hours and 29 minutes of Aristocrat time (equivalent to maybe 2-3 times that much 'commoner' time).  Hell, you could even intentionally fudge the numbers a bit by random, with the severity decreasing as and when you develop better methods of timekeeping.

That reminds me of a project I put together in one of my Econ classes a few years back-- to illustrate a point, I converted the typical/average/approximate pay for labor in different positions and around the world, normalized to US minimum wage, and converted it to time.

It's actually rather depressing: the current life expectancy of somebody born now in the US approximately 79 years, or 700,000 hours. Federal minimum wage is 7.25, so, by this count, a life is worth a baseline of ~5,000,000$. According to Forbes, Tiger Woods made 78m$ in 2012. That entire life is worth 3 weeks of Tiger Woods.

Having said that... I like that idea, but would that that skill levels should be able to "downshift". Skilled labor can replace unskilled labor, but at the same cost, but unskilled cannot replace skilled, regardless of the case. In the above case, an aristocrat can probably do okay digging a ditch, but he sure isn't going to be turning out masterwork knit socks.

Number fudging can be graft. Improve policing and auditing processes to minimize!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on November 10, 2013, 12:55:23 pm
The teacher didn't have a problem with the fact that your hypothetical worker worked literally every hour of his life? According to my back of the envelope calculation where you actually only work a full time job .4*hours of your life, its really only 2million$ for a minimum wage worker.

Tiger Woods is an interesting choice. Entertainers occupy a pretty weird space. Their activity would be worth less than minimum wage in a pre-recording society. But suddenly they are catapulted to the top of the food chain. Also interesting is say, musicians compared to industrialists. A musician may generate 10million song sales, at a $1 a pop. But the music player company will generate effectively 3billion sales, if we use the iPod Touch. And the musician again will only make 1million, since the publisher and various other things like equipment and such will eat up 90% of the money. It would take 3000 hit songs per generation of music players to cause musicians to generate as much profit as Apple. And the publisher of course would have 10x as much as either of them in that case. Well, technically the various operating costs would limit the publisher and the hardware vendor, but still compared to the musician, they make a killing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 13, 2013, 02:54:50 pm
Todays block post excites me!  Combat!

Will terrain be deformable for, like, explosions or something?

As for that trench problem:  Why not side-step the issue entirely by making the trench building-like?

Like this (or something:

Code: [Select]
#\$$   $$/#
##\$   $/##
###\___/###

# = Dirt
\_/ = dirt edge according to marching cubes
$ = space filled by trench object

It's sort of hack, but it would let you put a trench in without causing too much pain.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on November 13, 2013, 03:02:49 pm
Or maybe barricades instead, if trenches turn out to be too much of a PAIN?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 13, 2013, 03:05:30 pm
Or maybe barricades instead, if trenches turn out to be too much of a PAIN?

No man, you have to have trenches.  I mean, what's a steampunk colonialism game without trenches!?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on November 13, 2013, 03:09:34 pm
Ya, how will we defend out encampments from zulu warriors cultists!?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 13, 2013, 03:13:16 pm
I'm pretty sure we'll have trenches.  We just have to, uh, create an algorithm to solve a really big, stupid linear algebra problem using our fixed point math system in a way that doesn't take 10 minutes.  This is what we do to bring you the muddiest of subterranean combats!

(EDIT: I guess that isn't really subterranean is it.  Well, they're trenches, whatever.)

Terrain is deformable, technically.  We have some limits on just how deformable, though, because the perspective of the camera is isometric, and if height differentials are too big, bits of the terrain get hidden behind higher structures, and that's really aggravating.

The thought of using objects to "fill in" trenches has been discussed, it's an option, but it would be a bit cleaner if it weren't necessary.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 13, 2013, 03:20:03 pm
I'm pretty sure we'll have trenches.  We just have to, uh, create an algorithm to solve a really big, stupid linear algebra problem using our fixed point math system in a way that doesn't take 10 minutes.  This is what we do to bring you the muddiest of subterranean combats!

(EDIT: I guess that isn't really subterranean is it.  Well, they're trenches, whatever.)

Terrain is deformable, technically.  We have some limits on just how deformable, though, because the perspective of the camera is isometric, and if height differentials are too big, bits of the terrain get hidden behind higher structures, and that's really aggravating.

The thought of using objects to "fill in" trenches has been discussed, it's an option, but it would be a bit cleaner if it weren't necessary.

Sounds fun, don't let the bugs bite!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Boksi on November 13, 2013, 03:32:48 pm
The marching cubes sound like some sort of eldritch abomination, really. I wonder what relation they have to the invisible geometers?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 13, 2013, 06:51:52 pm
Oh!  For the people who asked for links to the blog posts, here's today's.  As previously mentioned, it's about trenches.

http://www.gaslampgames.com/2013/11/13/combat-2-son-of-combat/

(Update: turns out we don't actually need to solve a "really horrible" math problem!  Our previous solution actually looks really good if we tweak it a bit.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 14, 2013, 10:55:36 am
Oh!  For the people who asked for links to the blog posts, here's today's.  As previously mentioned, it's about trenches.

http://www.gaslampgames.com/2013/11/13/combat-2-son-of-combat/

(Update: turns out we don't actually need to solve a "really horrible" math problem!  Our previous solution actually looks really good if we tweak it a bit.)

If you are having difficulties with performing calculations for trenches, perhaps it might be a good idea to simply maintain a lookup table of some sort if the number of equations you would potentially have to solve is small to modest?

You are doing a top down simulation, based on tiles, so it's conceivable that the number of equations you would have to solve might be small.

Even if the number of equations you have to solve is large, perhaps the more rigorous math is actually duplicated a lot amongst all the potential equations, allowing you to create the "North Trench Wall" constant, the "Northeast Trench Corner" constant, etc.

Sortof like fluid dynamics in real life :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ahappydude on November 14, 2013, 11:11:45 am
Dungeons of dredmor gave me so many hours joy so will back this with my lsat money later on, it will totally be worth it.. :D Cheers for thses blogposts, fun reading!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 14, 2013, 03:02:40 pm
The issue was with the fact that what we have is basically a height map that's generated by a voxel map, and the algorithm which generates that height map from the cube representation can't do sheer walls easily because, well, we didn't think there would be situations where we'd need a really stark angle, so we chose the fastest one we had lying around.  It'll still do cliffs, but it has some rounding behaviors at the top and bottom.  If we tweak the parameters a little though, it gets close enough to look good.  I mean, real trenches aren't perfectly angular anyway.

Edit: @ahappydude - glad you're enjoying them!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on November 14, 2013, 05:52:13 pm
You guys seem to do a lot of "original research" in your design project. Have you found anything like the Fast Inverse Square Root property (Good ol' 0x5f3759df (http://en.wikipedia.org/wiki/Fast_inverse_square_root))? Possibly in your elaborate mathematical structures defining the angles of roofs or some chicken-related pathing optimizations? If you can't say, just blink it to me in Morse Code.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 14, 2013, 06:23:30 pm
No :(  There's honestly not a lot of motivation to chase those sorts of things to improve performance, not at this point in the project, and not unless you're obsessing over speeds the way that really competitive games do.  And those guys hoard their secrets these days. Nicholas and Micah spend a lot of time mangling the C++ compiler which is interesting though.  Really we have Canada to thank for giving us tax credits for doing weird experimental stuff to make simulations run faster on newer architectures.  Honestly, I'm somewhat convinced that you'll be seeing a lot of these methods in other games in the next 5-10 years.

Just got characters in-game to recognize each other as made of meat.  Good day.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on November 14, 2013, 06:32:43 pm
Really we have Canada to thank for giving us tax credits for doing weird experimental stuff to make simulations run faster on newer architectures.

I find this oddly delightful.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on November 14, 2013, 08:33:00 pm
Just got characters in-game to recognize each other as made of meat.  Good day.

One can only imagine the many ways they'll begin to act on this knowledge.  One can only subsist on boiled cabbage for so long.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 15, 2013, 10:12:46 am
No :(  There's honestly not a lot of motivation to chase those sorts of things to improve performance, not at this point in the project, and not unless you're obsessing over speeds the way that really competitive games do.  And those guys hoard their secrets these days. Nicholas and Micah spend a lot of time mangling the C++ compiler which is interesting though.  Really we have Canada to thank for giving us tax credits for doing weird experimental stuff to make simulations run faster on newer architectures.  Honestly, I'm somewhat convinced that you'll be seeing a lot of these methods in other games in the next 5-10 years.

Just got characters in-game to recognize each other as made of meat.  Good day.

Let me guess.  The next step is getting characters in-game to recognize that meat is a remedy for hunger?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 02:05:58 pm
Oh that's already there.  Things just got weird. 

On the bright side, if you leave the simulation on for a while at the start of a game in an environment with no natural food sources, you still have one or two characters to perform tasks.  Makes debugging easier :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 15, 2013, 02:12:09 pm
So when are the colonists going to get ethics that tell them that cannibalism is frowned upon in polite circles?

I assume just barbaric behavior will stay in the game, for use by cultists warped by eldritch abominations if nothing else.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 02:13:03 pm
Eating human flesh currently drives them a bit mad.  We don't currently have any constables to try to stop them, but it's on the list
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 15, 2013, 02:28:32 pm
Is it the act of eating human meat, or knowing that they ate human meat. Would be nice if it was the latter, as that could suddenly lead to mass insanity inducing food scandals.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 02:48:04 pm
It's the memory of ingesting the meat.  I like the idea, but in the case where they're literally just hacking up their fallen comrades with axes and eating raw steaks, I think they'd know.

I mean, because it's the memory and not the act itself that drives them mad, we can actually do fun things with that later, but the system isn't quite finished enough that I want to spend a few days making a system where people eat meat pies without knowing, the cook won't tell anyone, but people who see the cook making the pies can tell people that they ate human meat.  I mean, we could do it, but it would be a little complicated to explain to the player what's happening.  Getting constables to keep the peace is a little higher on the list.

You're not the first person to suggest it though... maybe we need to do this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 15, 2013, 02:54:07 pm
You could use the newspaper thingy to illustrate complicated event chains like this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 15, 2013, 02:57:06 pm
You could use the newspaper thingy to illustrate complicated event chains like this.

Yeah, that'd make a heck of a headline!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 03:11:25 pm
Yeah, I just kind of want people to have to dig a little bit to find out what's going on, but not so much that they won't ever find out.  Plus it would be weird if it showed up in the paper before they were caught, you know?

I'll figure something out.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 15, 2013, 05:15:08 pm
Maybe have one of the constables run around screaming "MEAT PIES ARE MADE OUT PEOPLE! THEY'RE MADE OUT OF PEEEEOPLEEEE!"?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 15, 2013, 05:19:50 pm
Yeah, I just kind of want people to have to dig a little bit to find out what's going on, but not so much that they won't ever find out.  Plus it would be weird if it showed up in the paper before they were caught, you know?

I'll figure something out.

Not sure how much you're planning on using the Newspaper bit to convey things. But I had an interesting thought.

The Headline, of course, would be for major news of whatever sort. But you can then have small stub articles that highlight other things going on in the settlement that might be of interest. Booming areas, shortages, and the like.

So you could have a Headline talking about mysterious disappearances in town. Further down, there could be a little article about people lining up for the Inn's 'Famous Meat Pies'. Maybe alongside another article about a Beet Blight hitting local crops (or whatever else is going on).

Thus giving the player clues without needing to be overt about it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 05:32:07 pm
Yeah, that would be a way of making the paper interesting, for sure.  Truth be told, though, I'm actually not sold on the newspaper idea.  It has some really interesting benefits like being nicely period-appropriate and giving players a digest of information, but it's either going to be so effective that players will read the paper instead of watching the game, or ineffective enough that no one will read it.

One of the ideas that i DO think is interesting to try, that we came up with as a compromise, is having "reports" that are generated by specific professional offices that you can construct, where you have a phrenologist and a physician and so forth, and they go about besetting your colonists with "exams", and their reports could have useful information in them.  It has a nice bonus of breaking up the information into bits that the player specifically requests, and it makes reading these things more character focused, which is important to us.

We also had the idea that geological reports for mining could be compiled in the same way, showing 2d "paper" representations of progress in the mines and so forth.  Sadly, not a lot of work has been done on the mining simulation yet, as we've been focusing on getting the economics and combat in a good state lately.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 15, 2013, 05:41:14 pm
And you could also throw in some red herrings. Talk about a cow disease outbreak or something, so when people who ate meat pies go crazy, you think "Oh, they got some sort of disease from infected meat!", but instead it's because the meat is made out of humans and you'd have to notice that not -everyone- who eats it goes crazy, it's only the meat-pie eaters and not other meat-product eaters, and it dies off as only the people who see it made go crazy.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 15, 2013, 05:41:52 pm
That would be nice. Especially the mining thing. Allows you to make some representation of underground environement whitout not being a visual mess.

And you could also throw in some red herrings. Talk about a cow disease outbreak or something, so when people who ate meat pies go crazy, you think "Oh, they got some sort of disease from infected meat!", but instead it's because the meat is made out of humans and you'd have to notice that not -everyone- who eats it goes crazy, it's only the meat-pie eaters and not other meat-product eaters, and it dies off as only the people who see it made go crazy.
Then again, one of the only ways in which eating a human meat pie can make humans go crazy is a sort of prion disease, like BSE. There's no biological reason for humans to go insane when eating human meatpies. (Unless, of course, the colony happened to be placed on the location of a former cannibalistic cult, but those rumors have proven to be completely bonkers.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 15, 2013, 05:45:26 pm
One suggestion I'd.... suggest, is a sort of "End-game report". Your colony crashes, everyone is dead, and you're a disgrace. Here's what ACTUALLY happened in the game! So if you thought people were dying due to an illness but it was actually cultists poisoning people, you can find out~
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 15, 2013, 06:01:26 pm
That's a great idea.  I admit to not thinking very much about the end-game, uh, results, yet.  We'll definitely do something like this.  Dredmor had a somewhat weak end-game report and it was still something people were into, so there's lots of room to improve that.

That said, there's a lot of merit to writing your own...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: chaoticag on November 15, 2013, 06:11:49 pm
Any chance that newspapers will still be a thing? Either as an unreliable sore of information, or a way of keeping the citizens sane so long as the editor doesn't use some alien material for the printing parts/ isn't insane/ not using madness inducing fonts such as comic sans?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 15, 2013, 06:16:14 pm
Of course, but a report of what -actually- happened in the game, including your responses to them, can help any Lets Play (written or video) by allowing the presenter to say "Here's what I thought happened, and what I did in response. What ACTUALLY happened is this, and this is the result."

Whether it's an embellished, role-play-ee report, or a line-by-line, minute-by-minute, "At x:xx, miner xyz was poisoned by cultist abc", something which you can compare to your own perceptions and be surprised (or not, as the case may be) would be grand~
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 16, 2013, 06:56:22 am
Is it the act of eating human meat, or knowing that they ate human meat. Would be nice if it was the latter, as that could suddenly lead to mass insanity inducing food scandals.

Or some very scary scenarios where eldrich abominations take over the kitchen and teach everyone how to serve mankind.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on November 16, 2013, 07:01:22 am
Is it the act of eating human meat, or knowing that they ate human meat. Would be nice if it was the latter, as that could suddenly lead to mass insanity inducing food scandals.

Or some very scary scenarios where eldrich abominations take over the kitchen and teach everyone how to serve mankind.
Yup, I expect the reactions to be:
1) Oh no, Instant insanity
2) Let's grab the pitchforks, torches and burn the cook.
3) I prefer rare actually, but fine.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 16, 2013, 07:18:29 am
Yeah, that would be a way of making the paper interesting, for sure.  Truth be told, though, I'm actually not sold on the newspaper idea.  It has some really interesting benefits like being nicely period-appropriate and giving players a digest of information, but it's either going to be so effective that players will read the paper instead of watching the game, or ineffective enough that no one will read it.

One of the ideas that i DO think is interesting to try, that we came up with as a compromise, is having "reports" that are generated by specific professional offices that you can construct, where you have a phrenologist and a physician and so forth, and they go about besetting your colonists with "exams", and their reports could have useful information in them.  It has a nice bonus of breaking up the information into bits that the player specifically requests, and it makes reading these things more character focused, which is important to us.

We also had the idea that geological reports for mining could be compiled in the same way, showing 2d "paper" representations of progress in the mines and so forth.  Sadly, not a lot of work has been done on the mining simulation yet, as we've been focusing on getting the economics and combat in a good state lately.

I'm not so sure that you should measure the paper solely by it's expected "effectiveness"  Don't get me wrong, you ARE correct, that in the absence of anything else, the paper would either be ignored or used to bypass other parts of the game.

But that's where !fun! and humor and lies could be mixed in to make the paper funny, misleading, tragic, or any number fo different things.  The paper could actually be used as a vehicle to help direct the actions of the colonists too...

Say over the period of a few days you have the following articles:
Day 1: You have the article about the awesome meat pies.
Day 1.5: Lots of citizens go eat the meat pies.
Day 2: A story about the baker making the meat pies from Edna's cousin Frank.
Day 2.5: The lawmen arrest the baker, and citizens storm the jail and hang them.
Day 3: Frank has been avenged by righteous justice!
Day 3.5 Frank comes back from a fishing trip.
Day 4: Paper prints a retraction of the Day 2 article

Interactions between guilty killers, angry meat pie lovers, the writer of the Frank story, and Frank himself.
**EDIT** Forgot to add interactions between the baker's relatives and all of the above.

If the paper is too accurate about terrible things, the people could go burn it down.
If it is too inaccurate, the people could go burn it down.

People could have addictions to reading the news.  Perhaps eldritch abominations might take a hand at the presses every now and then.


I could see newspapers being an awesome source of chaos.  "Destruction of the Warship Maine was the Work of an Enemy"
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on November 17, 2013, 11:59:14 pm
not using madness inducing fonts such as comic sans?

I dont know how its madness inducing, but hey I might be just mad to begin with.

Well Railroad Tycoon had a newspaper to tell the big events like there's a shortage of x item coming up, or there's been a boom in production.

As you look at the prices of said items, there will be variances of said goods prices from what the event the newspaper had stated. Also you could do something like the newspaper from Red Dead Redemption, where it tells the main story of what you've done along with other sort of stories that either you are involved or just fun stuff.

If you do go with the paper route, you could put wacky product ads in it that claim they do the miracle wonder thing or what have you.

Also making the printing press out of exotic woods and the certain metal alloy that makes the apocalypses come about, aka Ghostbusters first movie where the building's base structure was made out of metal alloy that was a paranormal superconductor, would be fun to have a random story generator slapped on to see some really weird shit going on.

*Inducing maddnesssss....*     
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mech#4 on November 18, 2013, 12:17:34 am
A weekly newspaper? Like giving an overview on how a colonies going as major headlines with subheadings outlining things like low food stocks, new resource discoveries or artefacts.

---THE SETTLER---

Today's Headline: New Colony on the Up and Up!
Senior Official Says: "I'm glad I sunk my fortune into this venture!"

Other News: Fish stocks getting low. Fisher regals reporter about the "One that got away".

New artefacts hooked up to news printing press. First print dated 2 months from now, major headline: "ThE ENd".
------


It'd be like... have you read "Going Postal" by Terry Pratchett?

Edit: Like SquatchHammer said.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 20, 2013, 01:24:31 pm
I don't even know what's going on over here anymore.  This is more like our work day than you might suspect:

http://www.gaslampgames.com/2013/11/20/the-codebase-of-elemental-evil/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 20, 2013, 01:30:40 pm
I don't even know what's going on over here anymore.  This is more like our work day than you might suspect:

http://www.gaslampgames.com/2013/11/20/the-codebase-of-elemental-evil/

I will admit that made me laugh far harder then it should.  I should refer to all coding practices in terms of a tabletop game from now on.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Sinlessmoon on November 20, 2013, 01:38:00 pm
I don't even know what's going on over here anymore.  This is more like our work day than you might suspect:

http://www.gaslampgames.com/2013/11/20/the-codebase-of-elemental-evil/

Haha, oh boy. That was pretty great.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Anvilfolk on November 20, 2013, 01:53:45 pm
 :D Loved it!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on November 20, 2013, 04:18:04 pm
Oh, gods, that was amazing!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ahappydude on November 20, 2013, 04:34:59 pm
Such a great read! Gave the whole developming an dungeon mastering tone hehe
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on November 24, 2013, 01:42:23 am
Just heading to bed, but thought I'd cross-post this for you guys before I did.  Current tester count is like... 5 pathologically patient people that we've met in real life, but when it grows a bit i'll let you know :)

http://www.gaslampgames.com/2013/11/23/pre-alpha-testing-has-commenced-whatever-that-is/

Edit: I totally didn't realize i had 2 accounts for this forum.  Sorry for the confusion :S

Edit: just realized that some of them we haven't met in real life... wow, late.  okay, going to bed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on November 24, 2013, 05:05:05 am
Man you guys are so industrious. I feel so lazy now. I've been procrastinating on my project by trying to play EVE. Which ended up not working out. Too much hassle. I think I've given up on MMOs. I hope your game can handle people who play 7-12 hours a day for weeks at a time. A few thousand hours of Paradox games and I've even burnt out on those. I need something to do.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 24, 2013, 06:27:11 am
So signed up for alpha testing :D

Thank youuuu
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 24, 2013, 11:06:19 am
Oh I am excited!  Things are coming together!  A game is being born!  Remember:  Deep breaths and Push!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on November 24, 2013, 02:15:29 pm
Hey dan I have been thinking about this for a long time and I know you might not be able to tell me but how will multiplayer work ?

Is it possible for us to fight against the other three players ? And would we each have our own colonies and does this mean the map would be huge for multiplayer ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Morrigi on November 24, 2013, 03:09:11 pm
Signed up for testing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 24, 2013, 05:40:59 pm
I was thinking of how you could handle multiplayer, and I was wondering: Are there gonna be naval mechanics? Boarding, cannons, blockading, etc?

It'd be fun to have multiple coasts/islands/landings/whatever for multiplayer, seperated by water, and have the naval-based gameplay there. Trading or attacking.

It'd also be fun to have like a 90% water map and focus on a sea-faring colony. Keep the mainland for housing, and have the water give you all or nearly all your resources.

In fact, it'd be cool if there was a special map or map-type that had special, on-this-map only sea-resources, so you can get EVERYTHING from the ocean. Sunken forests and shipwrecks for wood, some undersea iron-equivalent, oil, cthulhus, sea-cows for beef and sea-sheep for wool, etc. And you start with a small boat and some wood to make a few houses and you have to get everything from the ocean. Things like the sunken forests and shipwrecks might work in the normal game, but maybe sea-cows are a bit much for a normal map. ;P

Pleasedothis. Or at least make resources mod-able enough that I can make a map like this! I suddenly desire this so very much.

Mostly for the sea-sheep.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on November 24, 2013, 06:15:08 pm
I signed up too, seems like it could be a fun venture.

Descan I read your post in this frantic, really eager voice.  Was actually kinda hilarious.  Give them time to finish the basics of the game before we demand features of them, eh? :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 24, 2013, 06:16:29 pm
It's the avatar, isn't it? ;P

Yeeeah, I know. <3
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 25, 2013, 01:27:04 pm
We very briefly, some months ago, talked a bit about naval combat.  It's something we could do in the future given enough time, but not to start.  You're right though, naval combat is awesome.  It would be really interesting to pursue how indirect unit control would affect naval battles.  Might just be awful, but it would be a neat challenge.

Multiplayer takes two forms.  First, of course, succession multiplayer.  The game is built for this to be as painless as possible.

For the concurrent multiplayer, everyone gets their own starting settlements.  Whether you attack the other players or work together is largely up to you, we're setting as few restrictions on it as we can.  We'll adjust this as we get feedback. 

We had some determinism problems crop up that we've been working on so we haven't really had a chance to play with multiplayer much for the last while.  Characters have a concept of player ownership of objects, but will still talk to each other and so forth.  We'll explore other ways to push the multiplayer as people try it out.  There's a LOT of room to experiment there, and we're definitely interested in that.  We're going to try stuff like multiple players controlling one settlement, and various levels of allowable interactions between characters, and see what people like.

The terrain code is actually one of the VERY few things that isn't written in scripts, I'm afraid, because it's really weird and really computationally expensive.  We could move the generator functions over I think, but this won't happen for a while if we do :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on November 25, 2013, 01:42:36 pm
There was a multiplayer DF group around here for a while, where people would take turns controlling parts of a single fort. I guarantee you there would be interest in having multiple people run the same community fort with different folks controlling different aspects of the colony. And it would be awesome.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 25, 2013, 01:48:49 pm
Are you talking about succession forts, or was there an application that let multiple computers control (to whatever degree) a single DF instance?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on November 25, 2013, 01:57:31 pm
Are you talking about succession forts, or was there an application that let multiple computers control (to whatever degree) a single DF instance?

There was at one point a project called DFTerm (I think, it's been a while) that would run DF in a terminal with a chat and accept command input from anyone logged in the same terminal (local or remote). We used it to have multiple people playing the same fort at the same time in that terminal, but it was clunky and didn't last very long.

The control system was basically allowing everyone viewing the game to input commands at any time, so we had to take turns or delineate particular jobs/miniforts to certain people with a set cycle of playtime to keep the chaos managed. Since it wasn't run locally, you couldn't use DwarfTherapist or DFHack or anything like that, but it was workable in a very rudimentary fashion.

Building a similar system from the ground up would provide much more usability and player role options, like having a military commandant, chief of agriculture, Lord High Inquisitor Of Industrial Progress, or whatever. Or just let players hash it out as they so choose.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on November 25, 2013, 02:40:39 pm
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

On the topic of newspapers and other such things printed on mostly-dead wood pulp, I think postmortem reports after the colony's eventual demise might have the best potential.  It lets you dive into more detail without being concerned that you are providing too much information. (Kind of like the legends interface in DF)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mr. Strange on November 25, 2013, 04:36:53 pm
This seems interesting...
Will lurk.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on November 25, 2013, 06:14:53 pm
Oh, I remember reading an article about this where there was a huge segment about pipes. Seems pretty entertaining, kind of wondering why I didn't already PTW.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on November 25, 2013, 08:17:23 pm
Oh, I remember reading an article about this where there was a huge segment about pipes. Seems pretty entertaining, kind of wondering why I didn't already PTW.

Oh yeah, there's all sorts of pipes.  Pipes in the floor, pipes in the ceiling, pipes in the walls.  Pipes in the Earth.

Pipes under your skin.  Pipes behind your eyes.

Spoiler: Pipes Everywhere (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Helgoland on November 26, 2013, 12:53:26 pm
PTW, until it's released I'd really like to see a forum game of that theme, wink wink ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on November 27, 2013, 02:21:09 am
Signed up too. Love seeing the obelisk squid/octopus (I have no clue what it is exactly other than some other dimensional shit).

 Also, spreading madness.....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: xaritscin on November 27, 2013, 08:40:42 am
Signed up too. Love seeing the obelisk squid/octopus (I have no clue what it is exactly other than some other dimensional shit).

 Also, spreading madness.....

all hail Qua'ggaroth the obelisk octupus.....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 27, 2013, 02:18:56 pm
New blog post, we talked a bit about video card compatibility and testing, and you get a glimpse into the horrific void that Mr. Adams had the foresight to avoid almost entirely.

http://www.gaslampgames.com/2013/11/27/the-joys-of-video-card-compatibility/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on November 27, 2013, 03:14:51 pm
New blog post, we talked a bit about video card compatibility and testing, and you get a glimpse into the horrific void that Mr. Adams had the foresight to avoid almost entirely.

http://www.gaslampgames.com/2013/11/27/the-joys-of-video-card-compatibility/

I hate that part of developing everything.  It all is working, but now you have to get it actually working.

Also, yay programmer art.  The pride and joy of game developers everywhere.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 27, 2013, 04:41:24 pm
I've found that the motivation of an art team to draw things is inversely proportional to the aesthetic qualities of the programmer art.  It's amazing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Meta on November 27, 2013, 04:43:10 pm
I must say that the "Artist’s impression of the output of the rendering on the HD4000" is impressive. ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on November 27, 2013, 05:25:06 pm
Quote
Tagged attacking the darkness, clockwork empires, crash what crash, david is on vacation this week so we get to do programmer art which is basically just anything you can make with the flood fill tool, next week we turn combat back on again, programming, secret industry shame, the blackness has come to new sogwood, the predator-esque graphics programmer tradition of displaying defeated video cards in a shoe box on your desk, video card drivers what video card drivers

Consistently the best Devblog out there.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on November 27, 2013, 07:02:17 pm
Quote
Tagged attacking the darkness, clockwork empires, crash what crash, david is on vacation this week so we get to do programmer art which is basically just anything you can make with the flood fill tool, next week we turn combat back on again, programming, secret industry shame, the blackness has come to new sogwood, the predator-esque graphics programmer tradition of displaying defeated video cards in a shoe box on your desk, video card drivers what video card drivers

Consistently the best Devblog out there.

Those tags are always perfect.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on November 28, 2013, 06:07:18 am
Quote
There was also an exciting moment when I had to install new video card drivers on the laptop, a process which I couldn’t do because the newest Intel drivers were not signed by Hewlett-Packard. Hewlett-Packard last signed drivers in, uh, 2012. Instead, I needed to unzip the drivers, attempt to manually install them, deal with the fact that Windows 7 insisted that the drivers from 2012 were newer than the drivers from 2013, completely uninstall the drivers from 2012, and then re-manually-install the new drivers.

I hope you don't mean that you expect people running integrated video cards on a laptop are going to have to jump through that many hoops to get your game to run. If someone's running it on a laptop, forcing them to uninstall old drivers and manually install new ones sounds like a task that would fall outside their comfort zone, or at least too much of a hassle to bother with. If you have to rely on the latest drivers (or at least newer than the ones windows can install with minimal effort), then supporting it sounds like a bit of a lost cause.

Perhaps I'm being a bit naive here; maybe there are plenty of users who are savvy enough to put in the same work (or at least find and follow the instructions that someone might have on your forums after release), but are nonetheless stuck on a low-power laptop for other reasons.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 28, 2013, 08:32:51 am
Yo.

/me has a laptop from 2008
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on November 28, 2013, 08:37:32 am
I think it's a bit much to expect of a small dev team to check every single laptop out there to see if their latest supported drivers work with the game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on November 28, 2013, 12:05:21 pm
Sure wouldn't mind DX9 support, though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on November 28, 2013, 01:13:55 pm
The bit about the driver madness in the post could have used a little context.

The short story is that HP's driver support is AWFUL and we can't fix that.  I don't know if anyone on the planet can, including the people at HP.

The long story is that laptop manufacturers often bundle specific drivers with their laptops (if you've ever had an Acer or HP or Compaq or whatever, you know that there's a page on their website that contains all the drivers "for" that laptop).  It is almost tradition that these drivers are not the most current drivers for the hardware, because they test them with the hardware and won't vet newer drivers because it's a costly process.

Typically the newer drivers for that chip specifically from the chip manufacturer will work for any given laptop with that chip (though in some seemingly very rare cases they cause issues).  Installing them at this point is just a matter of going to intel's website, downloading their driver software, and running it.  However , if your laptop manufacturer has actually changed the drivers themselves, by changing the date on the file to make your computer think that they're newer than the actual official drivers from Intel, then there's really not much we can do.  You have to delete any record of them on your PC because otherwise it will attempt to install them anytime it notices a device that matches their specs on your PC (it thinks they're the newest ones after all).  I will go on record and say that this is really stupid.  People who are savvy enough to know that they have a specific intel chipset and know how to find their drivers should again be savvy enough to deal with these problems.

Finally, I want to add, just for posterity, that of course I wish that there was a way for us to guarantee that the game would work on everyone's PC.  Not only is that good business, but we want to be as inclusive as possible, and we know not everyone can afford current gen hardware.  We're probably going to be able to support video cards that are up to 5 years old.  We can even support some laptop hardware that isn't even really designed for games that's 2 years old.  But we're not miracle workers.  I'm sorry folks.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on November 28, 2013, 04:35:35 pm
Well its nice to see that you are trying to include everyone to be able to play your game. I had to update my video card and ram to work with solid works a bit better. Like not take 30 mins to load up to get school work done better.

It does seem like a headache trying to get all cards at a certain point to function with your program (albeit I am an Unfranked man when it comes to any real programming), but that's the headache of non-standardizing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on November 28, 2013, 04:54:16 pm
Did... Did you just post in comic sans?

... Are you trying to get killed?! D:
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on November 28, 2013, 11:59:54 pm
Did... Did you just post in comic sans?

... Are you trying to get killed?! D:

Until I can play this game, I have to make as many people go insane for various reasons. This font apparently does that to other people. I, for one, dont have a problem with it. I did a few papers in this font and got good grades on them.

You know you could make the newspapers start using this font when the player allowed the print shop to use mystical items on the press itself if you like.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 29, 2013, 10:00:13 am
I don't even know what's going on over here anymore.  This is more like our work day than you might suspect:

http://www.gaslampgames.com/2013/11/20/the-codebase-of-elemental-evil/

Damnit, release the game already.  *grin*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on November 29, 2013, 10:05:21 am
How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)

On the topic of newspapers and other such things printed on mostly-dead wood pulp, I think postmortem reports after the colony's eventual demise might have the best potential.  It lets you dive into more detail without being concerned that you are providing too much information. (Kind of like the legends interface in DF)

You sir, are being sigged
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 04, 2013, 04:45:22 pm
I rambled a little this morning, and David drew a picture of admiral ackbar:

http://www.gaslampgames.com/2013/12/04/you-take-the-story-and-you-put-it-in-the-economic-simulator/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on December 04, 2013, 06:12:57 pm
Quote
It almost always gets in the way, and you would rather nerve staple them all and have them work forever with no rest than let them have a good time.  I get it, I’ve been there.

Just need to get the new adventures of Recon Rover Rick published. That'll keep them happy.

Also, this fungus actually tastes pretty good.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 05, 2013, 04:56:27 am
I rambled a little this morning, and David drew a picture of admiral ackbar:

http://www.gaslampgames.com/2013/12/04/you-take-the-story-and-you-put-it-in-the-economic-simulator/

Good Stuff in there.

How about balancing work output against innovation?  The more work output, the less innovation, and vice-versa.  You might adjust that balance over time with better schools, more labs, factory automation, educated foremen, etc., but always give the player a clear indication that if they work their drones, err, citizens too hard, they won't be as creative, and tech increases will be slower.  Work them really hard, and your tech will stagnate.

This is presuming, of course, that there will be some sort of dynamic tech level.  Very few of us colony builder gamer types will sacrifice all of our tech gains for production gains, except at the end game, or if we're getting our tails kicked.

**EDIT**
If work output goes too low, then innovation should also slow down.  Don't let us game the system too much.  If everyone gets to be a slack ass at work, nobody will be motivated to improve things except for the weird ones with enough time on their hands to go worship at eldritch temples in the woods.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on December 05, 2013, 12:48:19 pm
Also, if there is technology, or even just proficiencies... Would there be seperate schemes for different methods? Like if we focus entirely on Eldritch power, then would Coal power not work as well as if we had focused on it? :V
I'mnotexplainingthisverywell.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on December 05, 2013, 01:54:19 pm
And if there's no 'research' mechanic it could affect both character's moods (this is a narrative-based game, right?) and the quality of goods.  We'd have the chance to create small quantities of high grade stuff or have vast quantities of trash produced by stressed out peasants.  It'd kinda fit in with the steampunk/industrialisation theme too.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on December 05, 2013, 01:59:26 pm
You also have the aspect that people without work to do get uppity quite quickly (since they're not getting paid), so there is a disincentive to abuse any mechanics that'll leave too many people underutilized for long.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on December 05, 2013, 02:04:07 pm
You also have the aspect that people without work to do get uppity quite quickly (since they're not getting paid), so there is a disincentive to abuse any mechanics that'll leave too many people underutilized for long.

Very good point.  The unemployed should be revolting as often as possible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 05, 2013, 02:28:21 pm
The characters don't get paid, per se.  I spent a fair chunk of last night thinking about why that is after someone in the comments mentioned it, and wrote a response on the blog to why we're not doing that (which is here (http://www.gaslampgames.com/2013/12/04/you-take-the-story-and-you-put-it-in-the-economic-simulator/comment-page-1/#comment-37649) )

There are a whole wack of great story-driving outcomes of characters, i'm so taking suggestions for this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on December 05, 2013, 02:36:53 pm
The characters don't get paid, per se.  I spent a fair chunk of last night thinking about why that is after someone in the comments mentioned it, and wrote a response on the blog to why we're not doing that (which is here (http://www.gaslampgames.com/2013/12/04/you-take-the-story-and-you-put-it-in-the-economic-simulator/comment-page-1/#comment-37649) )

There are a whole wack of great story-driving outcomes of characters, i'm so taking suggestions for this.

Oh, I don't think you actually need to simulate an economy for that to work. You simply abstract out the fact that people who aren't working are, therefore, not getting paid and therefore have a reduced capacity to acquire things which in turn makes them hungry and unhappy more often. Which can basically be boiled down to People of Station X can be out of work for Y long before getting increasingly unhappy about it. So your basic factory workers get unhappy very quickly (being about the bottom of the ladder) while a Nobleman from a rich family can effectively be idle forever without it truly impacting him. People in the middle (Bankers, impoverished nobles, etc) just have values somewhere in between those ends.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 05, 2013, 02:44:32 pm
Oh definitely.  The functions that dictate what a character does when they have some spare time don't really work that way though.  Being "idle" is the lowest priority thing, and when they are presented with enough possible things to do, they'll prefer almost anything to sitting still for no good reason.

It would definitely be possible to make some characters grumpy if they hadn't been "useful" for long enough; I think that's already a plan for one of the character traits.  The "lazy" character trait is the opposite.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 05, 2013, 02:51:42 pm
The honest reason for having a global work cycle is to give people some semblance of normal human life.  It may not end up necessary, but (generally speaking) people gather to eat, sleep, and so forth at night, and it would be a little weird if they did them at all hours.  We could probably, given enough time, just weight their actions toward work during the day and non-work during the night, but again, we're starting simply. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on December 05, 2013, 06:15:46 pm
So long as they have some sort of "stop partying and get to work this is really important" function then free time seems like it would be interesting to have. An example of this not being a thing is Dwarf Fortress. I think every DF player knows the creeping frustration of a broker who has a party after a drink after eating after sleeping and misses the entire window of opportunity to trade. Just some sort of "discipline" action that makes the person more disgruntled but they'll get to work would be okay, I think.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on December 05, 2013, 06:18:28 pm
To be honest, simply having a decent set of priorities would help with that particular problem. The main issue with DF is the trading is lower than pretty much everything else on the dwarf's list of things to do, when it should be near the top.

Although I'd love for DF to have a 'DO THIS NOW!' command. Mostly for lever pulling, but it'd be helpful in other situations as well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 05, 2013, 07:00:00 pm
Yeah, I agree, when everything is going horribly wrong, it would be nice if you could have a "COME WITH ME IF YOU WANT TO LIVE" sort of thing.  There should still be a chance that they're too upset to listen, but in most cases it should work.  That's the current plan.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 06, 2013, 06:25:39 am
The characters don't get paid, per se.  I spent a fair chunk of last night thinking about why that is after someone in the comments mentioned it, and wrote a response on the blog to why we're not doing that (which is here (http://www.gaslampgames.com/2013/12/04/you-take-the-story-and-you-put-it-in-the-economic-simulator/comment-page-1/#comment-37649) )

There are a whole wack of great story-driving outcomes of characters, i'm so taking suggestions for this.

Great points about the complexity of economies.  I would rather see you sidestep the gritty underbelly of a working economy if you can just model it on a macro scale.

I believe you already have traits.  Traits will allow you a strong macro scale economy.

I'm pulling things out of a hat here, trait-wise, so don't consider the specifics please, more the method.

Aggregate traits.

Wealth trait = Economic Tier * Education * Work Ethic * Creativity

Say you have a foreman, who is tier 2, but with a poor education, poor work ethic, and poor creativity.  It is entirely possible that one of his workers at Tier 1, with very high education, work ethic, and creativity might have a higher wealth trait, because they don't waste as much, and are constantly trying to do more and improve their lot in life.

Education might be improved at a school.  Work Ethic would be problematic, and would probably only increase if they are fired from a job, and their education allows them to understand why.  Creativity.  Well, creativity could come from having kids, and raising them, or perhaps exposure to squidbunnies.  Sanity and Creativity do share some of the same brain space after all.

Aggregate traits might be useful for more complex things like politics.
Political success = Wealth Trait * (1-Sincerity) *  Appearance * Aggression * number of politically active friends

Like I said.  Just examples, but I tried to make them make sense.  I figure that players should be able to control who "leads" their colonies, and who the foremen are, but it would be interesting if the characters could lose happiness because they work under a moronic boss, and you could see that in their actions.  Workers talking to each other about their bad boss, and then talking about who a good boss would be.  Citizens talking about the colony leader, then talking about who they would prefer to be in charge.

The player could use this to help guide them to better colony efficiency.  Maybe.  See below.

For cults, it would be completely outside the power of the player to control their leadership.  Joe, the third shift steam pipe tester at the widget factory might have better leadership stats than the colony leader, and if they were both introduced into a cult, over time, Joe would emerge on top, leading the cult.

Cults would then start trying to shape the player's decisions, the cult members starting to talk badly about even good leaders, and talking well about their own desired candidates.

Wow I seem to have started with the whole wealth thing and run all the way to politics and cult interference.  Two whole steps.  Sorry about that :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on December 07, 2013, 03:05:02 am
So long as they have some sort of "stop partying and get to work this is really important" function then free time seems like it would be interesting to have. An example of this not being a thing is Dwarf Fortress. I think every DF player knows the creeping frustration of a broker who has a party after a drink after eating after sleeping and misses the entire window of opportunity to trade. Just some sort of "discipline" action that makes the person more disgruntled but they'll get to work would be okay, I think.

Yeah, I agree, when everything is going horribly wrong, it would be nice if you could have a "COME WITH ME IF YOU WANT TO LIVE" sort of thing.  There should still be a chance that they're too upset to listen, but in most cases it should work.  That's the current plan.

Nah. I prefer if its a gnarled "Go to -ing work damnit!!" stick. Or it could be an axe. I vote for the 'get back to work' axe function. Inducing madness....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on December 07, 2013, 07:30:14 am
What about a cycle-based system? Everyone knows about first, second, and third shift regiments, eight-hour work segments that separate the day into three roughly equal parts.  You could do the same thing in the game.  Work -> Free Time -> Sleep and repeat.  Then, you could have preference based on work preference and character traits.  Early risers would probably be good to go at First shift, while night owls would work third (night) shift.  And on top of that you could have it tied to the trait system for more specific things like 'Lazy', 'Work-a-Holic', 'Slow Mover' and all the others you could think of.   It would provide a good balance of keeping action going throughout an entire game day.

P.S., Thirdshift could become a workshift only once you got good ol' fashion lighting going on.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 07, 2013, 02:54:24 pm
What about a cycle-based system? Everyone knows about first, second, and third shift regiments, eight-hour work segments that separate the day into three roughly equal parts.  You could do the same thing in the game.  Work -> Free Time -> Sleep and repeat.  Then, you could have preference based on work preference and character traits.  Early risers would probably be good to go at First shift, while night owls would work third (night) shift.  And on top of that you could have it tied to the trait system for more specific things like 'Lazy', 'Work-a-Holic', 'Slow Mover' and all the others you could think of.   It would provide a good balance of keeping action going throughout an entire game day.

P.S., Thirdshift could become a workshift only once you got good ol' fashion lighting going on.

Eh, what do you mean?  The wood burning in the furnace makes enough light for the orphans to crochet socks just fine.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on December 07, 2013, 02:56:58 pm
And if all else fails, just set the orphans on fire. They can work through it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 08, 2013, 02:27:22 am
And if all else fails, just set the orphans on fire. They can work through it.

You sir, are apparently a fellow squidbunny fan, and quite ingenious.  Not only can we use simple fire for lighting for third shift sock-crocheting, but the least productive orphans can be used as mobile lighting, to further improve ambient light in the work area.

Genius, Smithers!  Implement it immediately!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on December 08, 2013, 11:11:29 am
I apologize, sir. I have no idea what squidbunny is. My mind just works that way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 11, 2013, 04:21:59 pm
A big technical status update on what's actually going on in here.

http://www.gaslampgames.com/2013/12/11/december-technical-status-update-santa-quaggaroth-is-coming-to-town/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on December 11, 2013, 04:36:07 pm
A big technical status update on what's actually going on in here.

http://www.gaslampgames.com/2013/12/11/december-technical-status-update-santa-quaggaroth-is-coming-to-town/

Haha, UI work!  I feel your pain.  That moment when you show all your hard work to someone...

"So wait how do I start it?"
"You hit the start button!"
"The green arrow?"
"No, the blue triangle!  But you have to toggle that button there first!"

Then, you get that creeping feeling as you explain for the tenth time what specific order everything has to be pushed that MAYBE, MAYBE it's not the user being an idiot, but it's your software...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on December 11, 2013, 04:38:29 pm
I know it's been mentioned before, but those tags are getting more and more ludicrous each post.  I love it dearly.

Good to see that the game's churning along.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on December 11, 2013, 06:05:37 pm
I for one really want to see the tag cloud as it is now.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 11, 2013, 08:51:06 pm
A big technical status update on what's actually going on in here.

http://www.gaslampgames.com/2013/12/11/december-technical-status-update-santa-quaggaroth-is-coming-to-town/

Between your tag clouds and Wildstar's disclaimers at the beginning of their videos, 2014 promises to be a very fun year :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on December 17, 2013, 07:03:15 am
Open alpha/early access would make a great Christmas present.  Just sayin'.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on December 18, 2013, 02:58:02 pm
Looks like this weeks blog post is about sound!

http://www.gaslampgames.com/2013/12/18/the-sound-of-one-gear-turning/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on December 23, 2013, 02:25:18 pm
You beat me to it!  Sickness has been affecting the gaslamp offices this past week: https://twitter.com/dgbaumgart/status/414084842913951744
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on December 24, 2013, 05:43:57 pm
santa-quaggaroth-is-coming-to-town

You should give Eldritch Abominations that appear during Christmas Santa hats.  And the little ones should get elf hats.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on December 29, 2013, 03:12:19 am
You beat me to it!  Sickness has been affecting the gaslamp offices this past week: https://twitter.com/dgbaumgart/status/414084842913951744

No Christmas cheer at all in that photo - where were the Santa hats?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on January 02, 2014, 01:35:27 am
You beat me to it!  Sickness has been affecting the gaslamp offices this past week: https://twitter.com/dgbaumgart/status/414084842913951744

No Christmas cheer at all in that photo - where were the Santa hats?

Ha! My comic sans newspaper is creating more madness! SUCCESS!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 02, 2014, 10:03:09 am
You beat me to it!  Sickness has been affecting the gaslamp offices this past week: https://twitter.com/dgbaumgart/status/414084842913951744

No Christmas cheer at all in that photo - where were the Santa hats?

Ha! My comic sans newspaper is creating more madness! SUCCESS!!

Comic sans is the squidbunny font of choice.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on January 02, 2014, 11:36:15 am
I love hearing about bugs in games.  Bugs in games can be interesting and funny.  Bugs in most other software are just sad and make you want to cry.

(Referencing todays blogpost)

Also, Regex!  Yay!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 08, 2014, 05:52:45 pm
New year, new blog posts! 

I did a recap episode, but one of those recap episodes where there's actually something new going on, not one of the ones that they do when they're low on money for a season.

Edit: oh, um, here's the link: http://www.gaslampgames.com/2014/01/08/the-state-of-the-empire/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on January 08, 2014, 06:38:29 pm
Cool blog post :D

Dan question will there be a economy ? In the sense that you produce items and instead of you forcing items onto your citizens they can go to a market and pick out items and take them back to their house. Could this also then go onto furnishings in people's houses, Rather than manually placing furniture the AI will buy it from a market place then place it in the house it's self ?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 08, 2014, 06:51:28 pm
This is a horrible question to ask, but is there any chance of an estimated timeframe (that you will NOT be held liable for breaking) for when we might get our grubby hands on something?  These blog posts have me just about ready to burst.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on January 08, 2014, 07:35:49 pm
"you have to memorize the correct series of arcane motions for the house to be successfully built -- basically its Black & White"

Once again you have me giggling with the tags, mainly this one.  Good to see that the online gameplay is being smoothed out.  Other than that, the only question I have has to deal with the whole "No more three swings of a hammer to build a building, 3 chops of an axe to fell the largest of trees."  Will there be different sized trees or such that produce a different yield than normal?  I don't remember there exactly being a mention about it, and it'd be good to know that we don't have to deforest everything so we can have some wood settlements for once (one of those dorfy things that you take for the norm eventually).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on January 10, 2014, 11:52:59 am
I remember that you were being frustrated about incentivising to people to give their citizens free time, instead of just working them to the bone and then giving them a break. I think I have a solution to this.

Tech development is linked to free time, along with education and other factors.

Now, advances in technology historically happened when people had free times to do things, not go constantly hunting for food. So, when agriculture was invented, it set off technological development. This could work in Clockwork Empires. Other things like education could play a factor too. Say, you have 2 educated citizens having a chat. Their thoughts turn to the latest scientific developments of the day. They talk, and based on chance, 3 things could happen

1.Nothing, but both would feel better. This would be a 80-90% chance.
2.They come up with a small improvement to a existing technology(9-19% chance, more on this later)
3.They come up with something totally new.(1% chance)

So say they come up with something new. This could vary depending on many conditions, like what may be a problem, what they like, what they were talking about recently, etc. So say lots of food is rotting due to not being able to store it in a cool place, the person likes ice cream or something cold, and they were talking about winter back in the home land. The guy might say, think of a refrigerator. Now, he sprints off and finds a workshop, similar to a dwarf fey mood, and starts prototyping. Depending on his education, the materials available to him, and the quality of the workshop, he produces something of varying quality. If he's super educated and everything is available to him, and he has lots of free time, he will produce something amazing. If he has none of those things, not so much. Anyways, unlike a fey mood, he will leave his prototyping to work if he needs to. The trick about this, is the player will not be notified about this until the invention is complete. The citizen will work on this in secret, you might see him putting something together but you will not be notified. Therefore, this can go 2 ways. You have loads of free time and great materials for science, and he makes something great. Or, you're busy churning out gears to produce steam cannons, and he needs to be working nearly all the time, and makes something shitty.

Improvements would work the same way, except the prototyping stage would be much shorter. They would improve a exist technology you had, for example, someone thinks of a way to add a steam piston to a axe to make it swing much faster. You can now cut down tree's faster. The improvement amount would, again, depend on the amount of quality materials you had and free time.

Now, the normal rough and tumble people could not possibly think of something like this. You need educated people who can think SCIENCE! Therefore, you need schools, libraries, and very late game, when you have paved streets, you can maybe get a university. Libraries would be a "Passive" educator. People who have high ambition, are naturally curious, or are interested in self improvement, will go to the library to get educated. People who are not interested in education will visit the library to get a general morale boost from reading the latest thriller or detective story. Schools are a "Active" educator. They educate the children your colonists have, and make sure they know something. Otherwise you get illiterate peons who's only use is to ship off to the coal mines. All the colonists you start with would be literate, but later on you might want to educate any immigrants who are not. However! Schools and Libraries require free time to be effective! Children in poor families will NOT go to school, and instead go off to the coal mines and work there to earn money so they can purchase food and such. Unless you institute child labor laws and mandatory schooling, but the expendable tykes are just small enough to get to that last bit of coal :P. Late game you have the university, which is a very high level of education and research. If you have a university, you can tell people what they want to work too. In addition, a university is the highest quality workplace available to prototype something. People will still have chance discoveries, of course.

Now, this lets you choose how you want to play. Do you want slow technological progression, with bad quality inventions, but to produce tons and tons of stuff? Or do you want to have generous amounts of free time and very fast technological progression, but be a substandard producer?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on January 10, 2014, 01:26:16 pm
Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on January 10, 2014, 02:28:10 pm
Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).

It'd be interesting to have spontaneous research events.

"Bob was working in the sawmill today when he realized that using his bare hands to rip off tree bark was not only painful, but excruciatingly painful.  To that effect, Bob thought up a new type of saw and put it together using a rubber band, a piece of flint, and a saw from the blacksmith that was commissioned earlier that week.  Bob has easily cut the time it takes to debark an entire tree by two thirds, and is now completely overburdened at work with the sheer amount of lumber he has to process now.  Good job, Bob."

Or just something while they're on their off-time.

"Sally was frustrated that it took her ages to get down to the pub to enjoy a drink after making beer all day, and was struck with inspiration after she saw someone stacking bricks into the back of a cart.  'If it's easier and faster to put heavy objects into carts with wheels on them, what would happen if I made shoes that had wheels?' she thought to herself.  Being married to a carpenter had it's perks, and she was able to snag a couple of small wooden wheels and other assorted scraps.  After a couple of sleepless nights, she had invented a new type of footwear that had wheels on the bottom of them, which she named 'wheel shoes' (let it be known that the citizens of this village are not very clever).  Smug with success, she decided to wear them and go on down to the pub and show them off, only to realize later on down the street that she wasn't as coordinated as she used to be.  After the doctors in the infirmary had removed the shoes from her feet, they were swiped by the local self-proclaimed madman scientist, and reproduced for everyone.  Foot travel times are much lower than they used to be, and the infirmary has been busier than ever."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Krevsin on January 10, 2014, 02:36:21 pm
I don't think I've ever seen a system quite like this in a game. It has all sorts of potential for !!FUN!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on January 10, 2014, 03:08:11 pm
I instantly love this imaginary system. It reminds me of the random craziness that happens in Tropico campaigns.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on January 10, 2014, 03:31:32 pm
Technically a lot of technological advancements were created by accident, rather than being thought out . Also, education is not really nessecairy for success*.

*Example being a crucial improvement made to the steam pump, where a child tied a lever to the pressure meter, and automated the pump (Thereby eliminating his own job, and that of countless others).
Yes, but a educated person can create something better than a uneducated one. A educated person could say, make a fridge better than a uneducated one.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on January 10, 2014, 03:57:35 pm
Point is, you don't simply invent a fridge. Well, not most of the time.

Honestly, most of our inventions happened by throwing science against the wall and seeing what stuck. Incidentally, with there being many more uneducated people than educated people around, they therefore tend to cause more interesting things to happen. You just need an opportunist around to notice and see the idea.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on January 11, 2014, 04:42:41 am
Why should there even be a tech system in Clockwork Empires?  I mean, of course there's Science, and things beyond Science.  But the way I look at it those things aren't supposed to be rewards, they're supposed to be question marks that could aid the colony or endanger it.

Conventional tech, like researching saw upgrades in Age of Empires, doesn't seem like it would have a place in this game.  You're supposed to play multiple games in the same universe, logically each colony should start at the tech level of the proceeding one when it comes to mundane technology.  Which of course would eventually result in all colonies starting at max tech level in everything.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on January 11, 2014, 07:10:28 am
If there is a "tech tree" in CE, I would imagine that its less about researching stuff and more about fulfilling quests from the homeland that will get you sent neat stuff. Unless the colonists are capable of making steam boilers out of sand.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Krevsin on January 11, 2014, 09:04:15 am
I'd say that a tech tree in CE would have less to do with advancing technology as much as it would make existing technology more efficient and/or cheaper to produce.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on January 11, 2014, 09:37:35 am
There is a saying, "10% of the work takes 90% of the time".  You have the basics in, now you just have to slog through and get it to work.  My least favorite part of a project.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on January 11, 2014, 10:26:19 am
All that said, I'm all for a Victorian colony sim including rollerskates. On the one hand, it lets colonists escape from the slobbering hordes from beyond time. On the other hand, if they don't escape, the slobbering hordes how have rollerskates.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on January 11, 2014, 10:28:28 am
The reason I suggested my tech system is that it gives players  a reason to have their colonists have free time. It's not a tech tree, its more of a fey mood that produces technology.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on January 12, 2014, 10:49:19 pm
Yeah, but then the player's next colony would have that technology too.  Eventually they would just have all the techs.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on January 13, 2014, 03:26:10 am
Not nessecairly. Trade patents and secrets could result in the technology going down with the colony.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 13, 2014, 03:29:13 am
Yeah, but then the player's next colony would have that technology too.  Eventually they would just have all the techs.

That doesn't necessarily follow.  The Romans had concrete and used it extensively.  After the Roman Empire collapsed, it was mostly forgotten in the west until the 1600's or so, if I remember right.

And the Romans weren't offed by eldrich abominations.  So just because your colony has this new tech doesn't mean it will be absorbed permanently into world technological progress.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on January 13, 2014, 03:46:36 am
Yeah, but then the player's next colony would have that technology too.  Eventually they would just have all the techs.

That doesn't necessarily follow.  The Romans had concrete and used it extensively.  After the Roman Empire collapsed, it was mostly forgotten in the west until the 1600's or so, if I remember right.

And the Romans weren't offed by eldrich abominations.  So just because your colony has this new tech doesn't mean it will be absorbed permanently into world technological progress.

This. People in Western Europe forgot how to build roads, buildings and whatever like the Romans did after the Empire fell. In addition, that complex system of bureaucracy and state management that kept the Empire afloat also fell out of practice for some time. Just because your old colony had the tech, doesn't mean the new one will.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Boksi on January 13, 2014, 04:21:27 am
Well, if you invent something like an improved hammer and several in-game years pass without the colony being destroyed, it's quite possible that the technology will have spread, especially if you start exporting those hammers. If you invent a new type of boiler two days before the trees start weeping and everybody gets this strange urge to go deep into the woods and the colony is never heard from again, well, it's not unreasonable to assume that the new boiler design doesn't spread.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 13, 2014, 10:48:46 am
Well, if you invent something like an improved hammer and several in-game years pass without the colony being destroyed, it's quite possible that the technology will have spread, especially if you start exporting those hammers. If you invent a new type of boiler two days before the trees start weeping and everybody gets this strange urge to go deep into the woods and the colony is never heard from again, well, it's not unreasonable to assume that the new boiler design doesn't spread.

True, but remember there has to be at least some level of irrationality in games, or it becomes more like life and there's no reason to play any more :)

Again, the Roman example.  They were using concrete for hundreds of years, *many* hundreds.  Maybe even a thousand years.  Then the Roman Empire went poof, and so did the knowledge of concrete, for hundreds more years until people started figuring it out again.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on January 13, 2014, 12:39:31 pm
Well, if you invent something like an improved hammer and several in-game years pass without the colony being destroyed, it's quite possible that the technology will have spread, especially if you start exporting those hammers. If you invent a new type of boiler two days before the trees start weeping and everybody gets this strange urge to go deep into the woods and the colony is never heard from again, well, it's not unreasonable to assume that the new boiler design doesn't spread.

True, but remember there has to be at least some level of irrationality in games, or it becomes more like life and there's no reason to play any more :)

Again, the Roman example.  They were using concrete for hundreds of years, *many* hundreds.  Maybe even a thousand years.  Then the Roman Empire went poof, and so did the knowledge of concrete, for hundreds more years until people started figuring it out again.

In addition, the constructions made out of concrete were still sitting there for people to look at and live in (and fight over), yet the knowledge of how to make them, and how to make the concrete did not pass on with them. Thus, it's not necessarily a certainty that the new colony will be able to make the new hammer, even if they find it in the ruins of the old colony.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: dennislp3 on January 13, 2014, 01:32:46 pm
Another issue that is a little more complex is also the notion of technology suppression (for many different reasons) and certain technologies not gaining popularity or use due to a population or culture that sees the invention as unnecessary and things like that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on January 13, 2014, 02:51:49 pm
Being able to export a technology back to the Empire would be pretty awesome, just to integrate it with the Empire or watch it get buried beneath mountains of cloth or something and forgotten in the back of a warehouse for generations.  Could totally be like a way to save technology between playthroughs (if you're into that kind of thing). 

Load up a box of roller-skates and send them on over to the Empire.  They catch on quick enough with the populace at large and are remodeled and redesigned by shoe-makers and cart makers alike.  A burgeoning economy is built solely on roller-skates alone; the Empire at large is happy for once (especially the now luxuriously wealthy doctors).

On the flip-side, the new hot-water-heater that would not only heat water, but sanitize it (and convert sea water to drinkable water) as well, is lost underneath a mountain of plaid cloth.  Lost is the great technological marvel that revolutionized a small colony that lived in a desert biome, but right next to the ocean.  They lived happily, able to produce many riches from the ore-filled desert, and lived in harmony for many years.  Years after they heard about the loss of their great hot-water-heater, they decided to get back at the Empire for their great insult upon their small colony.  They boxed up a beacon of Quag'garoth, labeled "Feather Dusters," and sent it upon it's merry way back to the Empire.  The colony hasn't heard from the Empire in quite some time.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Gaslamp-Daniel on January 16, 2014, 11:03:14 pm
Wow!  This is really interesting :)

Nick and I are just on the train back from a skull kissing ritual with Valve, but I wanted to comment on some of this, regarding our current plans regarding the systems you're discussing, and maybe some opportunities here.

First, regarding the genesis for the idea, it's so awesome that you guys can help us solve our problems like this.  I love game development.

We had actually *loosely* settled on a pretty nice, simple solution to the problem that is easy to implement but adds depth to the game, whereby the amount of work demanded by overseers (aka artisans, foremen, etc) of work crews is a function of the overseer's personalities.  Lazier (or more aloof, or more distracted) overseers demand less time, and so forth.  It aligns with one of the philosophies that's interesting to us with the game that the characters' personalities affect the way the game is played.  If your boss joins a cult and never shows up to work, most people will slowly stop working, except those who themselves have good work ethics, et cetera.

Regarding technology, I love the idea of creating a system where circumstances can inform characters to develop new technologies, and if we can think of a clean, simple, and robust way to actually code that, I can't see us NOT trying it, but i'm always wary of systems where we need to hand-craft the circumstances in order to make it feel reasonable from the perspective of the fiction.  We might not have to, but we'll think on it for a while :)

We don't have any plans for a "tech tree", because that sort of mechanism is usually an arbitrary illusion of choice in the first place, and it wouldn't really serve a function in CE that is interesting: it'd just be grindy.  Our current representation of such an idea is that somewhat random, somewhat ordained circumstances will present the player with opportunities to invest in the analysis of artifacts that the empire (or whomever) sends you, or that you dig up, or perhaps just building 800 buildings gives someone an "idea", and an event happens, sort of like a quest, with some criteria, that if completed will have some outcome on your game.

Such a system could potentially be used to perform some of the concepts that you have been discussing, but right now it's all hand-written, and thus the depth isn't really there right now (there are like 3 events), but the overhead for us to create these things might be low enough to just put in so many that you'll have an interesting time regardless... We'll just have to try it and find out :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 18, 2014, 03:20:39 am
Ah, something code-workable that would lead to improvements:

The Office of New Opportunities (ONO) where an appointed NPC actually seeks out people and asks them if they have new ideas.

The ONO agent:
1) Seeks out residents and asks them if they have ideas.  The number of residents they seek out is based on stats.
2) Evaluates ideas based on their stats. (this is all just numbers, there is no actual evaluation occurring)
3) If the idea sounds bad, they seek another person to ask if they have an idea
4) If the idea sounds good, they talk to the mayor
5) If the mayor likes it (based on relationship with ONO agent + other stats) then the idea is implemented.
6) The idea need not even be an actual idea until the implementation step.
7) The ONO agent can have ideas themselves, but it should be rare.  Perhaps if they actually SEE an acident or event happen.

ONO agent stats would be critical here.  If you have a lazy ONO agent, few changes would happen.  A dumb agent won't think many ideas are good.  A ONO agent with poor social skills won't be able to convince the Mayor to allow new ideas.

This means that for best results, you will want a Really Good NPC doing a job with no direct impact on the colony.  They could do sooo much good work as mechanic or a politician or a barber, but you, in your infinite wisdom as the overseer, have chosen to allow them to be idle slackers according to most of the rest of the community, especially the working class.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 20, 2014, 06:14:04 pm
Neat :) 

We just had a discussion about this!  This actually sounds much like "research", but for the problem that the act of being sociable isn't traditionally a thing that "scientists" do.  We came up with a way to contextualize this though:

Your ONO is basically your research division, and your officer of the ONO is your head scientist.  They have a collection of lackeys that do the *real* science, while the lead researcher wanders around town telling people about all the great research they've been doing, while actually finding out what sort of things people need.  This way, the player can earn scientific advancements influenced by the needs of the settlement, the "real" scientists (the grad students) can be heads-down blowing up unique collections of exotic chemicals, and the scientist can be an Edisonian figure who doesn't actually do any useful work at all!  Perfect!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on January 20, 2014, 06:37:21 pm
Ooooh, that also gives the perfect breeding ground for neglected students who were denied fame to turn into mad scientists plotting to take over the world :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on January 20, 2014, 07:07:12 pm
Well you could use the "see a need, fill a need" basis for coding the mechanic. NPC's that work in an area would say they need x thing to make their lives easier at work/home/etc and think up a way to do it. You could make it where it's infeasible to the best idea of the century; that being a gradient or a bell curve style of what is feasible/workable. As being the governing force you could still say you'll do it but make it where there will either be problems down the road or very expensive resource wise to make the overly complex way of killing your enemies (figuring that most of bay 12 will go along with those ideas...)

Inducing madness.....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 20, 2014, 07:19:07 pm
Very unlikely that there won't be at least a minimal downside to any technological advance. 

As soon as it's all positives, you get this awful scenario where the game devolves into an optimization puzzle to space lasers (or whatever), and the player feels compelled to play exactly the same way every time.  Using a weighted random system to allow the player to coarsely steer research as you say (by having people working in the fields that you wish to be researched) means that the player may meander through technology related to what they want, with some weird outliers thrown in, and they can (but don't have to) use this as motivation to divert from specific goals as things become available. 

Also, yes, if the downside is that a technology spreads noxious clouds, you make some gas masks and they help repel attackers.  If it instead attracts outside attention, well... you have a great reason to build better walls :D

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 20, 2014, 09:29:40 pm
Daniel,

Looks fun, but what does Q'aggath need?  I hope that you folks aren't ignoring the eldritch abominations when it comes to the needs of the community.  Surely the elder races and their avatars will have some valuable input on technological advancements that any human colony would benefit from!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on January 20, 2014, 09:47:26 pm
Can we still have some random inventions, to keep it interesting?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: piemantheman on January 20, 2014, 10:19:37 pm
Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on January 21, 2014, 01:03:47 am
Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.

Building on this (and I know this would be a lot of hand-work but I'm throwing it out anyway), what about a series of "colonial foundation" decisions that crop up from time to time due to random events or circumstances that affect all future developments at that colony?

For example: Jonas Cogswaggle is a Filthy Poet who finds an eldritch altar in the woods. The altar is inlaid with arcane designs that bewitch the eye and confound the mind.


Spoiler: Choose your response: (click to show/hide)

Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on January 21, 2014, 02:03:03 pm
I'd prefer the character to make that decision for themselves.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Morrigi on January 21, 2014, 09:20:11 pm
Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.

Building on this (and I know this would be a lot of hand-work but I'm throwing it out anyway), what about a series of "colonial foundation" decisions that crop up from time to time due to random events or circumstances that affect all future developments at that colony?

For example: Jonas Cogswaggle is a Filthy Poet who finds an eldritch altar in the woods. The altar is inlaid with arcane designs that bewitch the eye and confound the mind.


Spoiler: Choose your response: (click to show/hide)

Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.

I like this idea. It could create a much more emergent gameplay style if it was done properly.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 22, 2014, 03:55:55 am
Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.

I like this idea. It could create a much more emergent gameplay style if it was done properly.

I like the idea of technology development being based on the stats of the lead scientist.  Choose your lead scientist based on their stats and you will have some control over how your tech tree will advance.  If you don't like what they are doing, fire them and hire a new lead scientist.

In essence, I like the idea of something like DF's "artifact" generation system ported to steampunk technology improvement.  You never know exactly what you are going to get, but with some care, you can guide development in a desired direction.  Yes, you can control some aspects of artifact generation as an overseer in DF fortress mode, though most folks don't.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 22, 2014, 02:25:26 pm
We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EagleV on January 22, 2014, 03:28:48 pm
This is looking great so far... No idea why I only just realised there was a CE thread in here.

I think the lead scientist idea is good, but I'd change it to the possibility of having multiple lead scientists, each with their own workforce and lab space. They could be subdivided in, for instance, biologists, engineers, and arcanist, and researchers (both lead and assistant) would work faster in their preferred fields. More funding / smarter assistants / better lab gear would result in a higher chance of (random) breaktroughs in that field. Of course, granting researchers access to extremely powerful machinery could have some undesirable side effects, especially if the scientist in question feels underappreciated. The discovery of Eldritch artifacts could also need a project leader, and depending on, for instance, the patience of that leader, the results could range from 'accidental activation of otherworld portal' to 'after years of research, we conclude that the object appears to be round in shape.'

I'm sorry if this has been said already - I only had time to read the first ten and last two pages. Anyway, I'll be watching this with interest.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on January 22, 2014, 03:51:14 pm
We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/

Oh thank god, I was worried that feature wouldn't be included.  That's a load off my chest.  *Dons hat*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Steelmagic on January 22, 2014, 04:30:33 pm
We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
You had enough coffee, however you needed more hats.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 22, 2014, 04:50:34 pm
We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
You had enough coffee, however you needed more hats.

Agreed.  Why not make drink koozies that look like hats, then you can have hats and coffee at the same time?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: mendonca on January 22, 2014, 04:59:09 pm
Who needs hats and coffee when you have mummery and frippery?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on January 22, 2014, 05:29:01 pm
I see you've finally got your priorities sorted out. Hats are a core component of any successful game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on January 29, 2014, 01:47:05 pm
I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on January 29, 2014, 01:48:53 pm
I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/
Will we have procedurally named horrors from beyond?

-goes to read-
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on January 29, 2014, 04:40:36 pm
I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/

Will names be passed from generation to generation?  In my direct line there are six generations of men in a row with the exact same name, which could lead to some interesting confusion in the game.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Besserwisser on February 13, 2014, 10:09:54 am
Quote
“Das Maschinengroßherzogtum Stahlmark”

I would so totally play that DLC. Though you'll need a good German translation then.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on February 13, 2014, 12:22:47 pm
Clockwork Empires, Will You Be My Valentine? Or, This Week's Blog Post (http://www.gaslampgames.com/2014/02/12/a-very-clockwork-valentines/)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on February 19, 2014, 03:17:19 pm
We're just dealing with the naming stuff actually!  We will do inherited surnames from a parent, and maybe even a framework for inheriting given names (aka Henry III etc) for the aristocrats. 

We're running into interesting things right now where, while the framework isn't actually official, we'll run into people with the same surname and try to figure out if they're married or siblings, and it adds a lot to the game. 

Need to help push along the neat ways for people to envision their own stories when you have the chance :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on February 19, 2014, 03:19:54 pm
Wait, this has a thread? And the developers participate? Awesome!

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on February 19, 2014, 05:45:09 pm
New blog post up!  Now with 50% more Tin and Copper!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on February 19, 2014, 06:11:04 pm
Modules and Decoration! (http://www.gaslampgames.com/2014/02/19/modules-and-decoration/)  Just to go ahead and put up a link for the lazy ones. :P

Quote
Doors are good things to put on buildings.

Sage words indeed.

Also, all of the tags that include hematite.  I love them all.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on February 19, 2014, 06:24:17 pm
Probably not going to mention this more than once due to shameless self promotion and all that, but we have a mailing list that we very carefully use to only send you stuff you're interested in, and the emails about new blog posts are themselves weird and pretty entertaining.

Also you can sign up to be on the testing list, so there's that too.

http://glg.me/mailinglist
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on February 19, 2014, 06:27:12 pm
How accurate is semi-accurate? (Your picture implies a 50/50 split for copper and tin, when it should be 90% copper and %10 tin). And how abundant are various mineral wealths going to be? Copper is reasonably common, iron is quite common, and tin is rather rare. Tin and copper in the same area is very rare, which has led to a lot of trade over the years as people tried to bring the two together to make bronze.

Basically, how much do you plan on having trade enter into the production chain? Is this going to be a case of map limitations or a more simplified 'Every colony can theoretically harvest/refine all resource types'?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on February 19, 2014, 06:56:17 pm
We're going to do our best to make it reasonable, but we aren't geologists.  I should disclaimer that in the case where we need to choose between game flow and realism we're choosing game flow (a thing that's tough to define, but basically avoiding long, boring plateaus while waiting for certain specific breakthroughs), so while it might not be 1:1, it might not be 9:1 either, and the placement of minerals will start very unrealistic and should improve over time as long as it doesn't interfere with game flow.

I do like the idea that trade should be heavily encouraged in order to do some things, and trade will be possible of course, but to what extent it's necessary for production lines is something that remains to be shaken out.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on February 19, 2014, 07:01:30 pm
Probably not going to mention this more than once due to shameless self promotion and all that, but we have a mailing list that we very carefully use to only send you stuff you're interested in, and the emails about new blog posts are themselves weird and pretty entertaining.

Also you can sign up to be on the testing list, so there's that too.

http://glg.me/mailinglist

Ahh, I must have not set blog posts in my preferences. I can't even imagine all the Quaggaroth jokes I've missed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on February 19, 2014, 07:11:43 pm
As long as we're not on the Earth*, whatever geological composition you go with should be fine.  Just make sure that you keep hematite in or I might have to hunt you guys down. :P 


*I already sort of assume that you guys have made your own world and that we're playing in it, not an earlier version of our Earth.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on February 19, 2014, 07:20:07 pm
All the cool kids rock malachite, don't ya know?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on February 19, 2014, 07:22:54 pm
You're all reading and contributing to the lovely hematite poetry in today's blog post comments, right?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Meta on February 19, 2014, 07:27:50 pm
You're all reading and contributing to the lovely hematite poetry in today's blog post comments, right?

Hematite is red,
  Adamantine is blue,
Cogs are sweet,
  And so is steel.

:P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on February 22, 2014, 06:18:24 am
You're all reading and contributing to the lovely hematite poetry in today's blog post comments, right?

I saw no Haiku
So there was something missing
My post fixed the lack
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on February 22, 2014, 06:30:46 am
We're just dealing with the naming stuff actually!  We will do inherited surnames from a parent, and maybe even a framework for inheriting given names (aka Henry III etc) for the aristocrats. 

We're running into interesting things right now where, while the framework isn't actually official, we'll run into people with the same surname and try to figure out if they're married or siblings, and it adds a lot to the game. 

Need to help push along the neat ways for people to envision their own stories when you have the chance :)

People should also be able to inherit names from injuries.  "Lefty", "Gimpy", "Three Toe", "One Eye", etc.  Of course, using those names to the faces of the people could generate very wide ranges of responses, depending on the injured one, now long they have been injured, who caused the injury, the friendship level, the social ladder level disparity, etc, etc.  This could also lead to people using disparaging names about people, and having the grapevine eventually reach the person who is being talked badly about?

As for envisioning their own stories, do you mean as a review after Quaggaroth wins?

If the data isn't terribly complex, it could be fun to be able to choose to watch the life of any character from arrival to death (or departure if that is possible)  Basically show everything from the eyes of one character.  This would allow community game players to see what their namesake characters have been doing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EagleV on February 22, 2014, 11:05:51 am
If the data isn't terribly complex, it could be fun to be able to choose to watch the life of any character from arrival to death (or departure if that is possible)  Basically show everything from the eyes of one character.  This would allow community game players to see what their namesake characters have been doing.

If I recall correctly, they mentioned game states in one of their blog posts, and how a certain game state should always evolve the same way (ie, the random seed is saved with the game). So the problem would boil down to sending your friend an early save game (perhaps autosave at game start) as well as a list of user inputs from that moment on, and a single character reference to lock the camra on. Which might be within the realm of possibility. Pretty please?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on February 23, 2014, 07:25:15 am
No random number generation?  Interesting.  Though I suppose with a large enough seed, and a sufficiently accurate  algorithm to manipulate it, you could generate pseudorandom numbers by manipulating the seed based on timestamps of player activity.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on February 23, 2014, 07:48:26 am
Random number generation doesn't exist, IIRC. I mean, every computer based random system is a sufficiently advanced algorithm which generates pseudorandom numbers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on February 23, 2014, 07:53:47 am
Random number generation doesn't exist, IIRC. I mean, every computer based random system is a sufficiently advanced algorithm which generates pseudorandom numbers.
>2014
>Not using the RNG from the source code of the universe
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on February 23, 2014, 10:16:02 am
Random number generation doesn't exist, IIRC. I mean, every computer based random system is a sufficiently advanced algorithm which generates pseudorandom numbers.

True.  But there are "better" random number generators.  Ones which actually approach randomness.  I'm reading Cryptonomicon right now, and the method used to generate the absurd 4096 bit crypto key popped into my head.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EagleV on February 23, 2014, 10:32:05 am
Or you could require an internet connection and connect to random.org, which uses atmospheric noise. Anyway, I think I was wrong, I've found a mention of how the same game state with the same seed should always give the same effect, and that that is less trivial than you'd think, but they never actually mention saving the seed. Sorry about that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: HideousBeing on February 23, 2014, 08:10:50 pm
It helps them to have a seed-based pseudo-random number generator. Esp on the networking side of things.

Watching this thread cause you guys are awesome!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on February 26, 2014, 05:21:24 pm
Sorry for the delay here guys, been really, really busy!

The game works off of a pseudo-random number generator, as you guys suspected.  No one will ever get the same playthrough unless they somehow set the seed number to exactly the same thing, which honestly wouldn't be fun.  Rest assured that if you do the same set of actions in a second game, the entire game will diverge basically instantly.

We need pseudo random numbers for multiplayer, because otherwise there's not enough bandwidth to send it all across the network.  There ARE true random number generators, but most of them are made with hacked smoke detectors.  I thought random.org used the Americium from a smoke detector, but maybe they've moved on to weirder sources of noise?  Either way, there is no functional difference to the player, and this way we don't have to mail you radioactive substances if you buy the game.

As far as "better or worse", it really boils down to people detecting patterns where they don't exist.  True random numbers actually seem "clumpy" to a human brain, so we have to use sophisticated methods to make our not-random numbers more spread out.  I think the one we're using right now is a Mersenne twister, which is very common.

Tried to write a blog post today about chairs, but it was awful, so David talked about meat for a while.  The newsletter contained a record of a strange twitter conversation, and we're all in need of sleep.  Send sleep.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on February 26, 2014, 05:55:31 pm
Two and a half sleeps are on the way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on February 26, 2014, 06:10:46 pm
I'll give you three quarters of a sleep for a twitter post about chairs.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on February 26, 2014, 06:51:35 pm
"Each of seven lucky children will receive a golden ticket to the sausage factory where they will be sprayed with blood and meet with horrible grinder accidents." (http://www.gaslampgames.com/2014/02/26/theyre-made-out-of-meat/) 
Now in a theater near you.  I worry for your combined sanity's over time, sleep seems to be a rather precious commodity over there. :P

I'm curious if we're actually going to have meat/fleshmines in certain biomes, that'd be quite an interesting biome.  No trees, rocks, or inorganic material of any sort, just meat that is slowly going bad (maybe you could get some really strong preservatives and make houses out of it).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on February 26, 2014, 06:59:40 pm
Either way, there is no functional difference to the player, and this way we don't have to mail you radioactive substances if you buy the game.

Yes.  Yes, you belong on these forums.  I think this settles it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aqizzar on February 26, 2014, 07:10:40 pm
Quote from: David Baumgart
...it’d be silly to put all of that in one file so I didn’t have to have four frickin’ tabs open, one on one half of each screen across two monitors, to sort out what in the name of Quag’garoth is going on when my bloody work crew won’t make bloody stone bricks out of the rhyolite I painstakingly mined from a devolving oreNode. That’d be too easy. It must be hard. Difficulty is pain and Art is Pain.

I get a special feeling when I see top tier pro game designers suffering from the same kinds of quandries the newbies deal with.  For some reason, it's nice to know that it really doesn't ever get any easier.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on February 26, 2014, 07:17:46 pm
I'm glad to see the Dev's haven't failed to deliver on the game's "Sweeney Todd Experience".
I find myself wondering if it's going to be possible to have a sustainable migrant meat industry. It seems like if all your migrants are dying from mysterious meat factory accidents they'll be less inclined to come to your colony. But maybe there will be enough ways to draw them in to keep it going?

It'd be more than fun than you can shake a can of "Whispering Dunes Mystery Meat" at.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on February 26, 2014, 08:27:52 pm
Spoiler (click to show/hide)

Is it bad the first thing I thought was "Wow, there's going to be bipedal [hopefully intelligent] fish people?!"


Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on February 26, 2014, 08:39:11 pm
Is it bad the first thing I thought was "Wow, there's going to be bipedal [hopefully intelligent] fish people?!"
If you were actually surprised at the human meat thing, then yes, it was a bad thing. Otherwise, yes, that was my first thought too!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on February 26, 2014, 09:23:43 pm
i am surprised by the human meat.
few developers have the balls nowadays to put controverse things into their games nowadays.
kudos! i love you :)
wont send you sleep tho. you would not want my sleep anyway.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on February 26, 2014, 09:28:47 pm
You can have my sleep. I don't use it anyways. :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on February 26, 2014, 10:08:31 pm
Clockwork Empires is real!!!

http://www.slate.com/blogs/future_tense/2014/02/26/bite_labs_is_probably_a_prank_artisanal_salami_from_celebrity_tissue_samples.html

Sort of. I guess the demonic cultists don't focus purely on putting celebrities in the colonial food.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on February 27, 2014, 05:02:59 am
If I can't have a thriving trade in human meat I will be very disappointed
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: infiniteseq on February 27, 2014, 05:42:09 am
Is it bad the first thing I thought was "Wow, there's going to be bipedal [hopefully intelligent] fish people?!"
Instead of "Wait, we can make human meat?"
Yeah, people communicating in english usually read/view multipart images letf-to-right, so the pleasing fact that humans are not made out of vacuum should have been noticed before the fact that fish-people are also made of something ;-)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: infiniteseq on February 27, 2014, 06:14:59 am
If I can't have a thriving trade in human meat I will be very disappointed
Well, humans grow slowly, and being able to mass-produce them might kill some aspects of the game. For me, some mechanics to stage accidents and other ways of making people disappear without raising too much suspiction (and, of course, being able to choose whom to convert to meat chunks/blocks in times of hunger) would seem much more appropriate.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on February 27, 2014, 06:52:09 am
Given that humans are so slow to grow, weedy, and high-maintenance I imagine that they would be a luxury product.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Boksi on February 27, 2014, 07:37:50 am
Given that humans are so slow to grow, weedy, and high-maintenance I imagine that they would be a luxury product.
Well, they grow pretty quickly at first. It's just that after the initial growth spurt their growth slows down. So babies would be a much more economical method of obtaining human meat than full grown adults.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Chattox on February 27, 2014, 07:43:42 am
I find it hilarious how casually this is being discussed. On any forum other than Bay12 people would be freaking out at this. Dwarf Fortress has made us terrible people :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on February 27, 2014, 08:07:37 am
I find it hilarious how casually this is being discussed. On any forum other than Bay12 people would be freaking out at this. Dwarf Fortress has made us terrible people :P

Did you not read my link? People are trying to sell "celebrity meat" in sausage form. Don't you want to try a nice vat grown hunk of James Franco?

Personally I don't but w/e. I bet it would be hilarious when combined with voyeuristic eating though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: timferius on February 27, 2014, 08:49:33 am
Darn, someone made the veal joke before I could get to it, now what am I going to post? Anyways, it's nice to see population control can be done profitably! I wonder if you can mix meats to trade it at a higher value/at all (a la the horse meat scandal last year. Horses are people too you know!).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: infiniteseq on February 27, 2014, 09:36:29 am
Given that humans are so slow to grow, weedy, and high-maintenance I imagine that they would be a luxury product.
Well, they grow pretty quickly at first. It's just that after the initial growth spurt their growth slows down. So babies would be a much more economical method of obtaining human meat than full grown adults.

Also, young meat should be tastier, so yeah, definitely luxury product. But you can't put baby meat products into game you are intending to sell (unless it is from iron-age finland ;-).

Or can you ? (hint, hint  ;) ;) ;))

Demand for "luxury baby meat" would also be highly questionable. So if human meat is to be int the game, creating human meat industry is perhaps a bit too much for the general public (which would of course be hyped up by some attention-seeking whiner).

Even large-scale trade of human meat should not be possible (and small scale - like you slipped some human meat in the shipment - should have possible repercussions).

Also, *"Citizen Coggle"-leather pants* or +"Administator McHated"-bone axle+ would be perhaps too much.

I find it hilarious how casually this is being discussed. On any forum other than Bay12 people would be freaking out at this. Dwarf Fortress has made us terrible people :P

Not really, a [reasonable] bit of desensitization never hurt anybody. A lot of people should at least digest the fact that when they eat meat, they are participating in the slaughter of animal. Had they had the guts to do it themselves (not possible in cities, but the hypocrisy part stays valid), the animal would have probably suffered less.

And "given the opportunity", self-preservation will drive most (if not all) people to eat "already dead" human meat.

The interesting question is perhaps what percentage of population would kill another human (no other "meal" available) if they thought they could get away with it.

Insanity starts somewhere around the moment when you start coldly contemplating how to organize such experiment on large-enough scale so that the results would be representative ;-)))
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on February 27, 2014, 10:19:20 am
Not really, a [reasonable] bit of desensitization never hurt anybody. A lot of people should at least digest the fact that when they eat meat, they are participating in the slaughter of animal. Had they had the guts to do it themselves (not possible in cities, but the hypocrisy part stays valid), the animal would have probably suffered less.
Probably not really. Most western slaughterhouses have very high standards in how painlessly they kill animals.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on February 27, 2014, 10:39:05 am
Not really, a [reasonable] bit of desensitization never hurt anybody. A lot of people should at least digest the fact that when they eat meat, they are participating in the slaughter of animal. Had they had the guts to do it themselves (not possible in cities, but the hypocrisy part stays valid), the animal would have probably suffered less.
Probably not really. Most western slaughterhouses have very high standards in how painlessly they kill animals.

I shot a deer once.  It died pretty fast, within ten seconds.  It still managed to run a good hundred feet though.

I am not as concerned about how they are killed then by how they live.  Veal is disgusting, for example.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: genmac on February 27, 2014, 10:41:51 am
Is the spring 2014 release going to be the full game, and not an alpha/early access vaporware deal?  Color me interested if so.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: infiniteseq on February 27, 2014, 11:17:12 am
http://en.wikipedia.org/wiki/Slaughterhouse#Animal_welfare_concerns (WARNING: even when not very explicit, it is not pretty).

Most people raising animals on small scale are not into animal torture. Most factories, even the meat ones, are into efficiency, so they will generally do as little as they are _forced_ by law to do. Mostly just pretend they care.

And i would leave it at that. I haven't replied in PM because even when people are not sensitive to slaughter of virtual creatures / persons, they tend to be squeamish when it comes to real blood => majority accepts that "there are high standards" without ever questioning it, mainly because of protecting themselves from feelings of guilt. Subconsciousness is a bitch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on February 27, 2014, 11:56:23 am
we have seen a lot of demonic stuff is in game. and nutjobs. i totally expect a nutjob deamon lover slaughterer to produce some special meat, and sell it to the unaware to turn them into deamon slaves.

however, i dont exptect it to be intended to have a village foodpoduktin run on human  meat.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 10ebbor10 on February 27, 2014, 01:36:02 pm
http://en.wikipedia.org/wiki/Slaughterhouse#Animal_welfare_concerns (WARNING: even when not very explicit, it is not pretty).

Quote
This section's representation of one or more viewpoints about a controversial issue may be unbalanced or inaccurate.

Really, that entire Wikipedia section is basically the summary of a book written by the Humane Farming Association. I very much doubt it's neutrality. I mean, it's about as reliable as asking the NSA to determine whether mass surveillance voids privacy.

Also, pigs and such are easily stressed which causes several biochemical processes degrading meat quality. In the muscle in particular it results in rapid breakdown of muscle glycogen and the meat becomes very pale with pronounced acidity (pH values of 5.4-5.6 immediately after slaughter) and poor flavor. Meat like that is almost useless, and is processed into dog food or even thrown away.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on February 27, 2014, 04:59:09 pm
Also, young meat should be tastier, so yeah, definitely luxury product. But you can't put baby meat products into game you are intending to sell (unless it is from iron-age finland ;-).

Or can you ? (hint, hint  ;) ;) ;))
I don't know, I think that video-game censorship has declined a bit, I mean sure Bethesda makes children invincible in TeS, but I think that's for different reasons as to why children were removed completely from Fallout for UK release.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Toady One on February 28, 2014, 03:10:33 am
(removed the last few posts -- I'd appreciate it if people took a little care about where they bring things and who they direct them at)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on February 28, 2014, 01:37:15 pm
More blog posts. They sustain me, Gaslamp.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on March 03, 2014, 12:41:36 am
I think we're all forgetting to address a very, very important question here:

(http://lh5.googleusercontent.com/-N5kn3nMckeE/T6idY8ttJGI/AAAAAAAB6bI/MhLFg2UYkm8/s0/t4.jpg)

Will there be tanks!? Sure, every steampunk series worth its salt will either have some sort of complicated flying machine or airship of some sort, but the steam-powered land combat vehicle remains woefully unrepresented beyond a few broad allusions in most series! (100% truth, I totally researched that, yo). I want to have land monitors, which double as mobile bases, that you can drive across the map, into other bases, which you can then use your land monitor to explode, or even better, you can be a land pirate, and broadside trains, or even duel other land monitors, and board them while fighting with sabres and cutlass(es)! Then again, you wouldn't have to actually add guns to them at any point in time, and could use a "mobile base" to offer humanitarian aid to all those impoverished settlements on the frontier. If you're into that sort of thing.

Alternatively, if not tanks (even little wagon-sized ones), then mobile rooms mounted on train tracks! Or just trains! Trains which can be weaponized as anti-invasion force-fields! Or not, but you see where I'm going with this.

Basically, what I'm getting here is that once the infrastructure is built up, semi-customizable mobile entities (or, SCMEs), whether they be ships, or tanks could be buildable in a way similar to a house is generated, and while you'd likely need an actual settlement to be able to support them (vehicles need fuel, after all) they could be used for more mundane things things such as mobile stock-piles, weaponized by both the defense and offensive, or used as part of a mechanism for some intricate logic gate if you're creative enough.

This is all of course merely wishful thinking, and I'm sure that the crew is having enough trouble as is to get all the base details down before they try to tackle intricacies like that.

Oh, and babies are typically too fatty to get a good meat return from em'. You're better off using them for candle production, if anything.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 04, 2014, 02:22:14 pm
Precariously balancing the needs of the many and the few here :P  New blog posts every Wednesday!

There are plans for vehicles, but we are trying to not fall victim to usual-ness.  Lots of vehicle code is getting written this week, and I'm sure you'll hear about that stuff soon.

Right now i'm trying to convince characters not to form romantic relationships with *every other character*.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on March 04, 2014, 06:58:01 pm
Right now i'm trying to convince characters not to form romantic relationships with *every other character*.
But senpai-kun they are made for each other ~~~~~~
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on March 04, 2014, 07:12:44 pm
Precariously balancing the needs of the many and the few here :P  New blog posts every Wednesday!

There are plans for vehicles, but we are trying to not fall victim to usual-ness.  Lots of vehicle code is getting written this week, and I'm sure you'll hear about that stuff soon.

Right now i'm trying to convince characters not to form romantic relationships with *every other character*.

... but can we have an option to turn that on/off? Sometimes you just want to live in a K-Paxian society.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 04, 2014, 07:22:40 pm
What you do with your LUA code on your own time is none of my business
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 04, 2014, 07:25:06 pm
It'd actually be a hilarious mechanic if you could give each person (randomly of course) a relationship modifier of some sorts.  One guy could be a hopeless romantic, who falls in love with everyone, while others could be chaste (falls in love with no one), or shy (only falls in love with someone they talk to constantly, and they don't talk to anyone they don't know unless cornered in a room), or any of the other types of people out there.  It'd be kinda hilarious to see some guy with 100+ relationships where he's in love and none of them even know he exists.

What you do with your LUA code on your own time is none of my business

I chuckled heartily.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on March 04, 2014, 08:55:30 pm
Today I went to Gaslamp Games and played about half an hour of an early version of CE. For only $1 I will allow you all to form a line to touch me briefly, above the waist only please.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on March 04, 2014, 10:35:26 pm
/me steals Tilla's nipples.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 04, 2014, 10:45:16 pm
Precariously balancing the needs of the many and the few here :P  New blog posts every Wednesday!

There are plans for vehicles, but we are trying to not fall victim to usual-ness.  Lots of vehicle code is getting written this week, and I'm sure you'll hear about that stuff soon.

Right now i'm trying to convince characters not to form romantic relationships with *every other character*.

OK, every game begins in Year 69, day 69 of the century of the Hippie.

You even have pipes.  I think it'll all work out, man.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on March 05, 2014, 09:29:10 am
Today I went to Gaslamp Games and played about half an hour of an early version of CE.

No fair!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 05, 2014, 10:34:03 am
Today I went to Gaslamp Games and played about half an hour of an early version of CE. For only $1 I will allow you all to form a line to touch me briefly, above the waist only please.

Last night I broke into Gaslamp Games and played the same version of CE for 4 hours. Then I coded in a bug which will only be discovered after it induces the maximum amount of madness in the devs. Their sanity waterline is too high for a Cthulhu/Steampunk game. Sure they will be stuck in an asylum and never be able to make another game, but CE will be the best Victorian Horror citybuilder of all time.

I broke in using the skills I learned to break into various halls at my university late at night to buy soda. Certain machines had the best Dr. Pepper or Coke and nothing less would do. I wonder if "I needed to get some Coke" would fly as an excuse with campus security.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 05, 2014, 07:20:37 pm
Today I went to Gaslamp Games and played about half an hour of an early version of CE. For only $1 I will allow you all to form a line to touch me briefly, above the waist only please.

Can confirm, will deny EVERYTHING ELSE
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on March 05, 2014, 07:50:51 pm
Today I went to Gaslamp Games and played about half an hour of an early version of CE. For only $1 I will allow you all to form a line to touch me briefly, above the waist only please.

Can confirm, will deny EVERYTHING ELSE

Wait, so where is Gaslamp Games located and why is he so special?

Edit:  Also, todays blogpost is about fungus, XML, and LUA.  Hooray for the boring parts of game development!  They pave the way for fun!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on March 05, 2014, 08:14:59 pm
Link for the un-newslettered (http://www.gaslampgames.com/2014/03/05/pickle-that-fungus/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GaslampGames+%28Gaslamp+Games+Blog%29)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 05, 2014, 08:21:52 pm
Yay China Melville reference.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on March 05, 2014, 08:35:07 pm
What was the point of hiding the system info under that blur... then telling us exactly what's behind it?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 05, 2014, 08:52:53 pm
David both loves and hates secrets.

We're in Vancouver, and he was chosen at pseudo-random.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 05, 2014, 09:23:38 pm
For reference guys, anything involving turtles in this game is bad news. Do NOT pet the turtles.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 05, 2014, 11:03:18 pm
I also want to take this opportunity to blame Nicholas for thinking you were from somethingawful and not from bay 12.  His note-taking skills are legendary.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PTTG?? on March 06, 2014, 11:07:37 am
Link for the un-newslettered (http://www.gaslampgames.com/2014/03/05/pickle-that-fungus/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+GaslampGames+%28Gaslamp+Games+Blog%29)

So that's why Gaslamp Games can't blink.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on March 06, 2014, 02:37:40 pm
I also want to take this opportunity to blame Nicholas for thinking you were from somethingawful and not from bay 12.  His note-taking skills are legendary.
I'm on both actually, I don't think I mentioned Bay12 in my email
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on March 06, 2014, 02:53:51 pm
Today I went to Gaslamp Games and played about half an hour of an early version of CE. For only $1 I will allow you all to form a line to touch me briefly, above the waist only please.

Can confirm, will deny EVERYTHING ELSE

Wait, so where is Gaslamp Games located and why is he so special?

Edit:  Also, todays blogpost is about fungus, XML, and LUA.  Hooray for the boring parts of game development!  They pave the way for fun!
What made me special is I emailed Nicholas like a year ago telling him I was available to playtest if they needed help, and mentioning my forums membership at Something Awful (Where they gathered much of their early testers on Dredmor as well)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 06, 2014, 06:22:51 pm
Basically forum people are our people.  We wander the plains of the internet, grazing on your arguments about game mechanics.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on March 06, 2014, 06:58:10 pm
Beware the poison of the derail bushes or the spikes of the spambot shrub.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 08, 2014, 06:16:10 pm
Basically forum people are our people.  We wander the plains of the internet, grazing on your arguments about game mechanics.

That is a truly terrifying diet.  However if that's what you did for Dredmor, it worked well.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 09, 2014, 02:27:18 am
Daniel,

I have to ask.  How much focus does your team place on humor and the macabre during development?

In planning sessions, do you try to somehow quantify hilarity and potential for "fun", even if it's just by voting or something?

I am imagining in my head what a team meeting to discuss featured might evolve into at Gaslamp, and while it's probably not very accurate, I'm wondering how inaccurate it might be.

Have you ever considered hiding a camera from the rest of the team for a team meeting, then after it's over, going through and editing out the parts that might be objectionable or otherwise not releasable, and let us see how your team interacts in a planning / feature discussion meeting?

I have a sneaky suspicion that even if only you knew about the camera during the meeting, it would still be hilarious.  If the rest of the team knew about it, it would probably devolve into madness because you certainly appear to have a great deal of latent ham on your team.

Watching from the sidelines as a dev team builds something with as much potential as CE seems to have is entertaining to begin with.  You guys take it over the top.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 10, 2014, 01:00:51 pm
Well if there's any hint as to what their development meetings are usually like, it normally involves a knife fight or two to get them to agree to something.*

*There's a comic strip somewhere that I can't find the URL for that has them knife fighting and it's driving me crazy that I can't find it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on March 10, 2014, 01:11:44 pm
Well if there's any hint as to what their development meetings are usually like, it normally involves a knife fight or two to get them to agree to something.*

*There's a comic strip somewhere that I can't find the URL for that has them knife fighting and it's driving me crazy that I can't find it.
Good sir!
The pit is far more than some mere plebeian knife fighting institution! It is a place where the honour and valour of ideas is fought for with all varieties of weapons.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: 0x517A5D on March 10, 2014, 01:33:52 pm
Well if there's any hint as to what their development meetings are usually like, it normally involves a knife fight or two to get them to agree to something.*

*There's a comic strip somewhere that I can't find the URL for that has them knife fighting and it's driving me crazy that I can't find it.

(http://www.gaslampgames.com/wp-content/uploads/2010/04/gaslamp_comic01.jpg) (http://www.gaslampgames.com/wp-content/uploads/2010/04/gaslamp_comic01.jpg)

I don't know which blog post had it, though.

Edit: Conflict Resolution; Tools for all people (http://www.gaslampgames.com/2010/04/05/conflict-resolution-tools-for-all-people/).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 10, 2014, 01:59:26 pm
Hahaha oh yes.  The pit.  We moved offices, so we don't have a Pit anymore...  It's really sad, but there's an alley that's probably even more dangerous.

Humo(u)r is something we have a knack for just because of the team chemistry.  We make jokes in games just as a part of being in the office together.  It's a weird, cool experience, and a great way to manage the stress of game development.  It actually got a little out-of-hand with Dungeons of Dredmor.  At the time, we just put in what we thought was entertaining because it was the sort of game which should: it really matched the tone of the art and alleviated a lot of the stress of playing roguelikes. 

With Clockwork Empires we're putting a bit more of a filter on what goes in.  David, Nicholas and I each do a bit of policing on the content to make sure that the tone stays just right.  CE is not zany like Dredmor.  The humor is very dark, partially because it fits the setting, it informs (and is informed by) the art, and giving players decisions that they should feel a combination of guilt and satisfaction from are very interesting and worth talking about.

So we make dark jokes all the time, there are some in Dredmor, we're just filtering out the random pop culture stuff and focusing on the things that are period appropriate, a little macabre, and some that are just sort of British for the colonial angle.  The frontier has always been an exceptionally dangerous, dirty, horrible place, filled with pain.  We want to show that a little bit, but give it a stiff upper lip and make that entertaining and enjoyable.

As far as capturing the process, it's an interesting idea.  I have thought at one time or another to just put up a webcam, but if you've ever watched Notch stream dev work you'd know that it's 99% very uninteresting entertainment.  We grumble and we type and we drink lots of coffee.  There's also a fair amount of stuff that isn't PG, and what is interesting and fun to watch wouldn't happen in a specific context.  It would just be too difficult.  The best we can do is to provide video interviews now and then, as our enthusiasm and camaraderie pretty accurately seems to come across in those.  I keep joking that we should publish a book based on our internal blogs, wiki, commit messages, and tweets, but now there is no time, there is only the deadline.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on March 10, 2014, 02:41:46 pm
I am interested in hearing more about this deadline.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 10, 2014, 02:49:12 pm
I am interested in hearing more about this deadline.
Indeed. Inform us of this deadline. Or cower in fear as I cut my hands and draw strange bloody shapes in the air.

I am prepared to deploy WED.

Weapons of eldritch destruction.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: choppy on March 10, 2014, 02:56:10 pm
Heh, I am waiting to have a barbershop on top of a pie shop.   ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 10, 2014, 02:56:34 pm
Can't really go into specifics, as due to our strange industry they're actually worth a fair amount on the open market to the Right People.  I'll answer your questions about them once they come to light though.  Please don't cast that spell on me.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Ivefan on March 10, 2014, 03:00:08 pm
I have thought at one time or another to just put up a webcam, but if you've ever watched Notch stream dev work you'd know that it's 99% very uninteresting entertainment.  We grumble and we type and we drink lots of coffee.
This gave me a mental image of a sped up video, covering an office setting, with a table where empty cans of energy drinks starts stacking up.
Time = Can^2?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 10, 2014, 03:02:14 pm
Can't really go into specifics, as due to our strange industry they're actually worth a fair amount on the open market to the Right People.  I'll answer your questions about them once they come to light though.  Please don't cast that spell on me.

Already did. This particular abomination uses paranoia to drive its targets insane. Every time something fails in your life you will wonder if its because you refused my diabolical and nefarious demands. Soon the torment will be too much and the creature shall feed on your delicious insanity.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 10, 2014, 03:18:11 pm
Quote
Already did. This particular abomination uses paranoia to drive its targets insane. Every time something fails in your life you will wonder if its because you refused my diabolical and nefarious demands. Soon the torment will be too much and the creature shall feed on your delicious insanity.

So business as usual then?  Good stuff.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 10, 2014, 03:22:32 pm
Quote
Already did. This particular abomination uses paranoia to drive its targets insane. Every time something fails in your life you will wonder if its because you refused my diabolical and nefarious demands. Soon the torment will be too much and the creature shall feed on your delicious insanity.

So business as usual then?  Good stuff.

Yeah, I hadn't considered that some people have developed a resistance to insanity. Sadly summoning a really good horror requires starting a death cult and I'm too lazy. Foiled by apathy again!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on March 10, 2014, 05:48:27 pm
all you dev guys write reads just awsome and makes me even more forward looking to this.
by now im so forwardlooking as i havnt been in many years.
of cause.. that realy is a bad thinig.
none of the games i looked forward to did ever not disappoint me.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on March 10, 2014, 05:50:11 pm
I am interested in hearing more about this deadline.
Indeed. Inform us of this deadline. Or cower in fear as I cut my hands and draw strange bloody shapes in the air.

I am prepared to deploy WED.

Weapons of eldritch destruction.

PAINT THE MAN, CUT THE LINES!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 11, 2014, 04:25:54 pm
Can't really go into specifics, as due to our strange industry they're actually worth a fair amount on the open market to the Right People.  I'll answer your questions about them once they come to light though.  Please don't cast that spell on me.

Already did. This particular abomination uses paranoia to drive its targets insane. Every time something fails in your life you will wonder if its because you refused my diabolical and nefarious demands. Soon the torment will be too much and the creature shall feed on your delicious insanity.

Wait, you assigned another publisher to them?  You fiend!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 11, 2014, 04:31:00 pm
Can't really go into specifics, as due to our strange industry they're actually worth a fair amount on the open market to the Right People.  I'll answer your questions about them once they come to light though.  Please don't cast that spell on me.

Already did. This particular abomination uses paranoia to drive its targets insane. Every time something fails in your life you will wonder if its because you refused my diabolical and nefarious demands. Soon the torment will be too much and the creature shall feed on your delicious insanity.

Wait, you assigned another publisher to them?  You fiend!

I love you.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 12, 2014, 02:46:36 pm
But we don't have a publisher!

Also new blog post, with some technical updates:

http://www.gaslampgames.com/2014/03/12/march-technical-status-update-hrrrrrrrngh-edition/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Boksi on March 12, 2014, 04:22:41 pm
Hooray for technical updates!

But we don't have a publisher!
That's just what they want you to think. I'm using they as a singular pronoun here, by the way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on March 13, 2014, 04:01:30 pm
So I notice that stockpiles have these wooden pallets/floors under them.  Do these serve some sort of purpose, and are they required for stockpiles?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 13, 2014, 04:09:11 pm
At the time that was designed, it was a visual suggestion for the stockpile zone.  If we go with this whole "visual representation thing", we really need to stick with it.  They do cost planks to create, but this is something we have to play with through testing to get it right.  We have other versions (brick, metal, and... stone i think), so the player will have some choice about how their stockpiles look eventually.  For now, there is only wood.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 13, 2014, 04:26:02 pm
Uuuuugh GDC next week.  Spending time to make sure that characters know that there are corpses in graves, and that those corpses are made of perfectly acceptable resources.  This is an important thing to open with when talking to legitimate press people.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on March 13, 2014, 05:55:07 pm
Atleast you aren't trying to make people understand that they shouldn't wear raw beaver pelt hats when the entrails haven't been harvested yet, Daniel.  :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 13, 2014, 06:11:27 pm
uncouth
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 18, 2014, 03:17:58 pm
Oh hey.  This happened.  Also I'm at GDC and they won't let me out of this hotel room.

http://www.pcgamer.com/previews/clockwork-empires-hands-on-life-and-death-on-the-frontier/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on March 18, 2014, 03:25:45 pm
Awesome article. I always love new screenshots, too.  :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 18, 2014, 03:39:09 pm
The amount of things that were revealed!  Kidnapping, obeliskian modules, steam knight armo(u)r, the effect of doors!

I didn't realize how much you guys had already done with this game, I can't wait to be able to throw money at you guys for it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on March 18, 2014, 03:41:08 pm
Oh hey.  This happened.  Also I'm at GDC and they won't let me out of this hotel room.

http://www.pcgamer.com/previews/clockwork-empires-hands-on-life-and-death-on-the-frontier/
Have you tried flickering a torch out of the window to get someone's attention?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 18, 2014, 03:43:29 pm
THEY'RE SEALED SHUT AAAAAHHH
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on March 18, 2014, 03:46:55 pm
They said not to stay in room 1408! (http://en.wikipedia.org/wiki/1408_%28short_story%29)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 18, 2014, 03:48:10 pm
Apparently they also wrote this. (http://www.pcgamer.com/2013/01/12/clockwork-empires-character-traits-gaslamp-games/)  It has a lot of links to other articles, some of them blog posts and apparently an interview that happened earlier this week.  Well I know what I'm wasting my afternoon on.

My mistake, everything I linked is old, as I cannot look at dates and when articles are written and stuff.  Still fun to read though (excuse me as I go hide in the corner of embarrassment).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on March 18, 2014, 06:27:11 pm
Quote
DJ: Yeah, yeah. You could probably just even... Maybe the soldiers could throw them [charged leyden jars] at people.

Interviewer: Oh my goodness.

NV: They're not that kind of jar.

DJ: I don't know what would happen. It would discharge...

NV: Would it?!

DJ: It totally would. Because they're made out of glass, and they've just got two suspended plates in them. I don't know if it would actually hurt anybody, though.

DB: Let's assume it would.

DJ: Yeah, let's assume that it would be terrible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 18, 2014, 11:52:20 pm
And now i shall go over everything we've ever said about the game and make sure we weren't horribly lying about what we could do.  Leyden jar throwing is still totally possible, it's just not... in the game right now.  It should be.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on March 18, 2014, 11:55:23 pm
[silly/awesome thing] is still totally possible, it's just not... in the game right now.  It should be.
This sounds like something that happens a lot.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 19, 2014, 12:25:41 am
[silly/awesome thing] is still totally possible, it's just not... in the game right now.  It should be.
This sounds like something that happens a lot.
There was a list, wasn't there?  Stick to the list!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 19, 2014, 01:13:08 am
We have good ideas on camera sometimes and then we, uh, sort of forget because there's this red mist that clouds your senses when you're on camera.  It's a real thing.  If you look closely enough at the videos you'll see it.  It's like that stuff poison ivy blows at george clooney in the Worst Batman Ever.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Willfor on March 19, 2014, 01:42:46 am
I have been on both sides of a video camera. Can confirm red mist.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on March 19, 2014, 05:53:40 am
Quote
“somewhere between Dwarf Fortress and SimCity.”
why did you say that?
from all what i read about CE, it will be much more like tropico then like simcity.
witch is awsome. sc is borring.

as breakdown and failure will be such a big thing in CE:
most (if not all) games i played that had some resemblance to CE, it is very easy to prevent failure in the first place.

exemple: in df  there is this spiral of doom, but after a couple of tries one will have learned that the having enough booze will prevent almost every spiral. by this point, the game becomes rather easy (and borring :(  )

tropico was much more difficult in this regard, but even in tropico there where enough ways that (almost) always made you win that election (like having a gold mine and being rich as a fuck)


are there plans to prevent always sucessfull iwinnau strategies in CE? i think this is very difficult to acheive, as the happy zone between "boredom by ensured victory", and "boredom due to frustration by losing to factors one can not  influence" is so very thin.

(excample: tropico had this one factor that turned ensured victory completely off, it was called hurricane. yet, i found it a very displeasing feature. losing to divine intervention is not all that much fun to me. i prefer losing to my own mistakes)


anyhow: i think i love you guys <3
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on March 19, 2014, 11:19:56 am
Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on March 19, 2014, 02:14:22 pm
Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
Dwarf Fortress already has that covered.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on March 19, 2014, 02:17:59 pm
hnnngggghhhhh

gameplay right here!!!!!!! 12 minutes as well not bad about to watch it....

http://www.youtube.com/watch?v=QRJ1B4DknOY
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on March 19, 2014, 05:27:22 pm
iwantitnow
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on March 19, 2014, 06:12:15 pm
hnnngggghhhhh

gameplay right here!!!!!!! 12 minutes as well not bad about to watch it....

http://www.youtube.com/watch?v=QRJ1B4DknOY

Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on March 19, 2014, 06:33:15 pm
Krieger is the best doctor.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 20, 2014, 01:41:51 am
http://www.quartertothree.com/game-talk/showthread.php?70484-Clockwork-Empires-%28from-Gaslamp-Games%29&p=3544331&viewfull=1#post3544331

This a recursive link. The link contains another link which you should click. Also my evil plot to enslave Gaslamp devs for my own amusement.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on March 20, 2014, 08:37:44 am
Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
you never understood the game it seems.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on March 20, 2014, 08:40:13 am
RPS Coverage: http://www.rockpapershotgun.com/2014/03/20/clockwork-empires-preview/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on March 20, 2014, 12:56:53 pm
How come John Walker gets all the hugs?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: aristabulus on March 20, 2014, 01:14:33 pm
I, for one, welcome our new obelisk-headed land squid overlords!  ^__________^

I hope the AI is as good as RPS seems to think.  I am fearful of what that means for the hardware requirements, though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on March 20, 2014, 02:18:12 pm
This excites me in so many ways.  I wish I could get motivated to make/finish the games I start...  Makes me jelly.

Clockwork empires is looking awesome and the press have responded really well!  Hopefully that brings in more viewers!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: xaritscin on March 20, 2014, 02:23:37 pm
I, for one, welcome our new obelisk-headed land squid overlords!  ^__________^

I hope the AI is as good as RPS seems to think.  I am fearful of what that means for the hardware requirements, though.
BUT BUT, THE ECHIDNA WAS FIRST!....
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on March 20, 2014, 02:29:38 pm
Didn't they say you need a quad core processor to play this? Or am I mixing it up with some other game?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 20, 2014, 03:47:20 pm
We didn't want to set expectations low and then have to change them later.  The game will run best on a quad core machine (or whatever), but we're still not sure how it will do on a dual core machine.  You'll be able to run it, I believe, but it won't be an ideal situation.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on March 20, 2014, 05:20:08 pm
We didn't want to set expectations low and then have to change them later.  The game will run best on a quad core machine (or whatever), but we're still not sure how it will do on a dual core machine.  You'll be able to run it, I believe, but it won't be an ideal situation.

Hyperthreading!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on March 20, 2014, 09:50:02 pm
Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
you never understood the game it seems.
Well, I've only played parts of 3's campaign, I probably did miss something.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 21, 2014, 12:57:39 am
At the time that was designed, it was a visual suggestion for the stockpile zone.  If we go with this whole "visual representation thing", we really need to stick with it.  They do cost planks to create, but this is something we have to play with through testing to get it right.  We have other versions (brick, metal, and... stone i think), so the player will have some choice about how their stockpiles look eventually.  For now, there is only wood.

Well, it should cost some sort of resources to keep supplies in a safe place.  Planks on the ground could be a placeholder for cabinets / bins / buckets / iceboxes / whatever.

Oh.  We have steam power.  What about ice?  Does the clockwork Empire understand heat transfer well enough to create ice machines?

I ask this because it's always a plus if it is possible for one to literally freeze a game that's figuratively gone to Hell.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 21, 2014, 01:04:26 am
Quote
“somewhere between Dwarf Fortress and SimCity.”
why did you say that?
from all what i read about CE, it will be much more like tropico then like simcity.
witch is awsome. sc is borring.

as breakdown and failure will be such a big thing in CE:
most (if not all) games i played that had some resemblance to CE, it is very easy to prevent failure in the first place.

exemple: in df  there is this spiral of doom, but after a couple of tries one will have learned that the having enough booze will prevent almost every spiral. by this point, the game becomes rather easy (and borring :(  )

tropico was much more difficult in this regard, but even in tropico there where enough ways that (almost) always made you win that election (like having a gold mine and being rich as a fuck)


are there plans to prevent always sucessfull iwinnau strategies in CE? i think this is very difficult to acheive, as the happy zone between "boredom by ensured victory", and "boredom due to frustration by losing to factors one can not  influence" is so very thin.

(excample: tropico had this one factor that turned ensured victory completely off, it was called hurricane. yet, i found it a very displeasing feature. losing to divine intervention is not all that much fun to me. i prefer losing to my own mistakes)


anyhow: i think i love you guys <3

I think I can explain in the following sentence why they said Sim City rather than Tropico.

What is Tropico?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mr. Strange on March 21, 2014, 02:11:53 pm
What is Tropico?
Can't tell if serious or not...

Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Criptfeind on March 21, 2014, 03:23:18 pm
Tropico 2 was a pirate sim and my favorite in the series (although admittedly it was also the first one.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on March 21, 2014, 03:27:22 pm
Tropico 1? Gold. I played that straight for days when I first got ahold of it. Tropico 2? Meh, even though I myself love the concept it [very fun to make your own ships and such] was definitely a bit a flop with other fans of the first game. On the other hand, 3/4 haven't been.. bad, just, not as good. The first game literally oozes charm.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 22, 2014, 05:14:58 am
What is Tropico?
Can't tell if serious or not...

Spoiler (click to show/hide)

I know what it is now, but I had never heard of it before.  Or at least, if I ever heard of it before, I made no connection to it.  I certainly never played it.  I played the heckola out of some Sim City on my DX4 machine way back in the day though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: thegoatgod_pan on March 24, 2014, 07:58:02 pm
What is Tropico?
Can't tell if serious or not...

Spoiler (click to show/hide)

I know what it is now, but I had never heard of it before.  Or at least, if I ever heard of it before, I made no connection to it.  I certainly never played it.  I played the heckola out of some Sim City on my DX4 machine way back in the day though.
I played Tropico 4 for a fevered binge earlier in the year. It is alright. The voice acting is pretty annoying but the music is great. The game is addictive and the game is all too easy: I had 100% approval with everyone just by half-trying to be a nice rules (e.g. providing housing).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on March 25, 2014, 12:52:05 am
its much harder to keep the approval on a barren, ugly island without ore but plenty of rebels. try to adjust the difficulty when you setup your game. this will also give a higher score, so if you try to beat your own highscore, you will have more and more difficult games. just realy dont turn on hurricanes. they will always distroy more score then they will give by increasing your rating.

anyhow, i had a great time with tropico1, but i think i just had enough tropico. so i cant say much about 4. but yeah. the game got more easy over the years i guess, especially with cars (tho cars realy make the game that much better)
still i guess i have to give 4 a shoot at some point... if only to see if its now possible to shoot the pope (tho this proably would be suicide anyway)

I know what it is now, but I had never heard of it before.  Or at least, if I ever heard of it before, I made no connection to it.

give it a try... it certainly can have df styled moments of FUN. you know... like there is this family and the young adult daughter doesnt like el presidente so she becomes a rebel and gets shot and all family goes totally mental so they go rebell too and then there is a lot of shooting and blood and burning houses and in the end el presidente has to flee in a canou remains victorious in all his glory! that kind of stuff. true df styled spirals of doom, just that the plebs wont take booze as a soother but only cash.

however... i feel i derailed this thread and this was not my intention.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 26, 2014, 06:49:49 pm
Just posted an update with a few things in it that we shared with press last week, and some stuff we're working on now:

http://www.gaslampgames.com/2014/03/26/so-that-happened/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ScriptWolf on March 26, 2014, 07:18:42 pm
some sort of paid early access model this spring


YES!!!!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on March 26, 2014, 07:23:31 pm
Let's hope Daniel doesn't turn into the Peter Molyneux.

And buggy early access! Woop woop!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on March 26, 2014, 08:17:50 pm
Quote from: The Glorious Tag Cloud
nicholas had a dream during GDC about peter molyneux and it was weird as heck

Oooh, do tell.

Also, can we get some of this artwork that is also mentioned?  Blood/Skull fountains sound hilariously amazing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on March 26, 2014, 10:34:31 pm
Steam knights need glorious steeds of brass and steel to ride into battle. Knights mounting the backs of light tanks "landships" like horses needs to be a thing!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Boksi on March 26, 2014, 10:45:29 pm
I must say, when I first saw the image of a majestic steam knight that graces the newest blog post with its presence, I thought for a split-second that it looked rather phallic. Just a split-second, mind you. But then again, I guess the entire concept of guns is rather phallic - most people think having big ones is important even though a small one used right can make much more of a difference.

Also, I'm pretty sure platypi are more dangerous than bandits. At the very least, they're more evil.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 27, 2014, 06:47:41 pm
The Molyneux thing:

http://www.gaslampgames.com/2014/03/26/so-that-happened/comment-page-1/#comment-44331

Re: steeds - It's not impossible, but it's so hard to make anything look like it moves in an equine fashion without having the animation budget of Assassin's Creed X.  They'd slide all over the place and be weird.  We have more plans, but we're working on the details of non-military parts of the game just now, so I can't promise anything.

I feel the need to mention, as i feel everyone who does such things should, that the early access will be "early" access.  A lot of what we want to build isn't in there, but we wouldn't ask for any money for what we're making unless we felt you could have a really neat, memorable experience with it the instant you could pick it up.  If it doesn't crash.  It shouldn't crash.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: WealthyRadish on March 27, 2014, 06:57:21 pm
This looks cool. I guess the obvious question to ask from this board would be, how much is it like DF?

Anyway, PTW.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on March 27, 2014, 07:23:07 pm
Ah, but a steed could be used for far more then mere military purposes. The pony express for all one's mailing and information couriering needs, and any sort of non-steam (however preposterous) vehicle would lend itself nicely towards an equine creature, or any mechanical inspirations thereof.

Of course, if all else fails, you can literally just mount the knight on the top of a small landship. Or even further, add horses as part of some expansion pack once you have enough money to actually fund their animation.

Spoiler (click to show/hide)

Pardon the crudeness of the sketch. There is a distressing lack of images of knights riding atop the backs of tanks on the internet.

As for the details...Care to indulge further? Will we not receive barber shops in order to fix the staches of any migrants that might have to misfortune to be generated with mismatching, gaudy facial hair, allowing us to ensure all men and women of our given settlement have matching mustaches? Shall they be able to collect harvested hair and convert it into solid fuel to power machines whose purpose is to cut hair themselves, thus allowing self-propelled barberies?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Leyic on March 27, 2014, 07:36:13 pm
If the "horses" are obviously mechanical and have long barding that reaches the ground, they'd probably look fine just sliding around like some steampunk equine K-9/dalek.

Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 27, 2014, 07:43:51 pm
haha awesome.  It's not a bad idea - we'll consider it, but we're also trying not to do normal animal things because unusual ones are cool :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: werty892 on March 27, 2014, 07:46:40 pm
Sorry for the comments on the blog Daniel, I explained it a bit more there.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on March 27, 2014, 08:08:06 pm
All good, there's a comment section for a reason :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Tilla on March 28, 2014, 09:59:29 pm
David was on a podcast hosted by a guy I went to school with. http://www.upup.fm/show/filled-up-with-cabbage
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on March 29, 2014, 12:15:27 am
haha awesome.  It's not a bad idea - we'll consider it, but we're also trying not to do normal animal things because unusual ones are cool :)
So... clockwork capybara mounts then?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 29, 2014, 04:37:16 am
haha awesome.  It's not a bad idea - we'll consider it, but we're also trying not to do normal animal things because unusual ones are cool :)

Hrm, Daniel.  A question for you.  Where do you live that seeing a horse in full barding is normal?

*grin*

At the same time, I think I understand what you mean.  A real, biological horse isn't going to deal with the weight of a steampunk armored mass of human knight though.  Not unless it's a percheron, and the knight is about five feet tall.

I'm certainly not going to suggest that you use something *too* much like this, but here's an example of something which might get creative juices flowing.  What would I do?  Remove nubile females.  Add stone gargoyles.  Remove electronic-high-tech things, add steampunk things.  Remove hover propulsion, add a bunch of legs.

Spoiler (click to show/hide)

Viola.  Steampunk knight riding their mechanical horseshoe crabs festooned with gothic statuary into battle.  Maybe the idea of gothic themed gargoyles is too much?  *whistles innocently*
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on March 30, 2014, 03:43:26 pm
I feel like whoever made that subscribed to the Dishonored school of worldbuilding.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on March 30, 2014, 03:47:32 pm
Other way around. Lol.  RIFTs came first, so the Dishonored School of Worldbuilding was based upon it.  RIFTs always did remind me of GURPs, though, if in a totally fanciful way.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on March 30, 2014, 04:21:31 pm
I was more referring to the liberal mixing of influences (http://art.penny-arcade.com/photos/i-bt2Z77w/0/1050x10000/i-bt2Z77w-1050x10000.jpg).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on March 31, 2014, 03:25:58 am
SSShhh.. Do you really want Siembieda to sue Toady just for reference of his game. Also, he might sue Dishonored because of your reference, and dont you dare get started on an idea that he used for part of another point of his world. (ie. robotic horses.)

ON the lighter side, and less snap lawsuits with the slightest connection to some game creator's product, anything could be used if its a clock-work/gas-lamp/steampunk style of game. It would be interesting to use a random generator for that or possibly some mad scientist's idea of cavalry. Hell you could put clock work tanks and mechs!!!!! 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on March 31, 2014, 03:42:53 am
Clockwork ants.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Krevsin on March 31, 2014, 08:38:48 am
Clockwork llamas.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on March 31, 2014, 11:36:06 am
Clockwork Oranges
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on March 31, 2014, 11:55:39 am
I see what you did there!

Even if you got rid of all the gargoyles and whatnot, I still like the idea of clockwork horseshoe crabs.

What other animal has ten eyes, in six different places scattered around it's body?  Seriously, it doesn't get much weirder than the horseshoe crab.  Besides which, you can't see their legs move (graphics easy mode!) and their tail makes it so that the knight has a lance facing both forward, and back!

Then there's the whole thing where 'horse' is part of it's name :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: n9103 on March 31, 2014, 01:23:17 pm
it's so hard to make anything look like it moves in an equine fashion without having the animation budget of Assassin's Creed X.  They'd slide all over the place and be weird.

Get in touch with the Talesworld team (of Mount and Blade fame), and work out a license.
Best horse movements, bar none. Blows Skyrim's mounts out of the water.
I'd say they need better poly counts, but considering they're in a setting with dozens or hundreds of them on screen, and you're looking at similar cases, the models themselves are probably close to perfect anyway.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on March 31, 2014, 11:08:54 pm
Clockwork Toads.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: choppy on April 01, 2014, 12:10:34 am
Clockwork clocks.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on April 01, 2014, 12:19:01 am
Nah, that's absurd, it'd never work.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: xaritscin on April 01, 2014, 03:33:07 pm
clockwork rhinos or elephants...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: xaritscin on April 01, 2014, 03:34:41 pm
also, wondering if we would see more biomes out from north and central america?, like african or asian locations, maybe australia and northern regions....(places like siberia, new zealand, congo jungle, or sumatra)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on April 01, 2014, 04:02:08 pm
I'm more curious if we can embark within an evil tundra.  I wish to make it as hard on these colonists as it is for my dwarves!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: xaritscin on April 01, 2014, 04:24:51 pm
I'm more curious if we can embark within an evil tundra.  I wish to make it as hard on these colonists as it is for my dwarves!

with cultists tower and other chtonian stuff >:)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 01, 2014, 07:51:13 pm
Biomes = yes.  I want to do all sorts of biomes.  Frozen areas are a bit of an issue though, as snow is either complicated in a programming sense or expensive in an art sense (it looks really weird to have snow on everything but the characters and buildings).  This really comes down to what we can afford to do, tbh.

We actually already have horseshoe crabs in game, but they're not metal. 

I live in vancouver and i ride a fully barded horse to work every day.  the pollution is a bit of an issue though.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on April 01, 2014, 09:46:48 pm
Perhaps you can add in biomes where you freeze your ball-bearings off as a DLC expansion or something then.

You could time it as a winter release and call it a "A Very Cthonic Christmas" or something.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on April 01, 2014, 09:56:48 pm
The future of Indie Gaming , as visioned by Gaslamp Games!
Spoiler (click to show/hide)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on April 01, 2014, 10:36:58 pm
A container of liquid for a VR device actually isn't a half-bad idea.... Pump liquid in or out from an external source and you've now got weighted force-feedback.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 02, 2014, 03:45:01 pm
And for our regularly scheduled dev blog post... i was going to try to justify this but i just can't.

http://www.gaslampgames.com/2014/04/02/the-fishman/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on April 02, 2014, 05:17:23 pm
I don't see how justifications could possibly be required for that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on April 02, 2014, 07:06:51 pm
na man, that design is badass!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 10, 2014, 04:05:08 pm
David wrote a post about a guy whose job is to do paperwork which right now seems like my life.  It's more a literary experiment from someone who has recently drawn hundreds of icons than it is about the programming of the game, which is being worked on feverishly, but we're having to do this weird thing where we need to juggle how to actually secrete this information - on what surfaces do we leave it to attract things?  We released all of the info for Dredmor on the blog because no one cared.  Now people care and it's weird. 

Nicholas has been working on the framework for "parties" which include parties, cult gatherings, and mad people taking over buildings.  It's not quite showable yet, but it's really cool.

I've been working on paperwork and i'm writing this post in the deepest slouch i dare.

The art team is coding.  The office metaphorically resembles the scene in ghostbusters where the containment unit is shut off.

http://www.gaslampgames.com/2014/04/09/thaddeus-bronzewhistle-loyal-subject-to-the-queen/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on April 10, 2014, 04:11:34 pm
That is an amazing blog post.

And wait, the art team is coding?  How could that happen!?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on April 10, 2014, 04:15:29 pm
Quote
some modder is going to replace our combat music with Yakity Sax and it'd totally work

Oh god.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on April 10, 2014, 05:15:35 pm
Quote
some modder is going to replace our combat music with Yakity Sax and it'd totally work

Oh god.
Probably one of the better tags, I must admit.

Also, did anyone else notice that Thaddeus had brown hair, a black mustache?  I fear it was an ominous sign that he was going to betray the Empire.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on April 15, 2014, 04:32:25 pm
Oh, man, I'd missed a devlog.

(http://www.gaslampgames.com/wp-content/uploads/2014/04/fishwalk.gif)

Stroll for your life!

I notice one of the fishmen actually stops walking and just floats along towards the end there.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on April 15, 2014, 04:36:49 pm
.... That made me laugh way harder than it should have.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 15, 2014, 04:37:33 pm
hahaha the strolling!  We're working on teaching them when running is a better choice :)

There are some animation glitches that need to get cleaned up.  It's currently in the "good enough" stage, as long as the fish person is where they should be and in one piece that isn't an unintentionally horrifying shape, then it's all good, we'll clean it up before release.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on April 17, 2014, 06:03:29 pm
I'm surprised none of us mentioned the blog post yesterday.

http://www.gaslampgames.com/2014/04/16/how-to-set-people-on-fire/ (http://www.gaslampgames.com/2014/04/16/how-to-set-people-on-fire/)

It's even one of our most favorite past-times!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on April 17, 2014, 06:10:09 pm
We were too busy avoiding being set on fire by the great hand in the sky.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on April 18, 2014, 10:51:02 am
So, ah, if a character is on fire, and other characters see them on fire, are they going to try to help the burning person, or run off to look for marshmallows and a stick?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: forsaken1111 on April 18, 2014, 11:20:47 am
So, ah, if a character is on fire, and other characters see them on fire, are they going to try to help the burning person, or run off to look for marshmallows and a stick?
Why not both? Personally I'm going to stuff you into the grill so I can cook my hamburgers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Scoops Novel on April 22, 2014, 05:37:57 pm
Your theme-song guys :D https://www.youtube.com/watch?v=mrc9siok3IU&list=RDHe_fS6mLw7I
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 23, 2014, 06:01:03 pm
Just wrote up a blog post about changing our estimate for early access from spring to summer of this year.  I wish it weren't the right move to do this, but it is.  We want the game to be ready, and it will be then, and it's not now.

http://www.gaslampgames.com/2014/04/23/a-scheduling-change/

I'm so blasting that song in the office right now.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Levi on April 23, 2014, 06:02:28 pm
Nothing wrong with taking your time.  I was going to wait till it was out of early access anyway.  :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Intrinsic on April 25, 2014, 06:57:35 am
Looking forward to the Summer Daniel! :)

Article from RPS here on Early Access: http://www.rockpapershotgun.com/2014/04/25/just-like-clockwork-empires-coming-to-early-access/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 25, 2014, 01:31:26 pm
I feel like this is all a ploy to get us to make one of the cults worship an infinite bear...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on April 25, 2014, 01:32:36 pm
I feel like this is all a ploy to get us to make one of the cults worship an infinite bear...

You say that like it's a bad thing ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on April 25, 2014, 01:32:51 pm
I feel like this is all a ploy to get us to make one of the cults worship an infinite bear...
An infinite bear could be impressive, after all.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 25, 2014, 01:37:27 pm
Yeah i'm not going to lie, that could be pretty scary.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on April 25, 2014, 03:12:48 pm
Infinite bear? Bah. Give me an eldritch horror any day.  :P At least those tend to be godly, in one form or another.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 25, 2014, 03:50:50 pm
What if they were bears that became worms that became god-bears?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Jopax on April 25, 2014, 04:08:32 pm
And now I am getting the strangest urge do paint a wormbear with infinity tattoed all over his head/whatever worms have as heads.

Also Infinite Bear sounds like some awesome metal band or something. One that dresses up as lumberjacks and has a pet bear that performs with them.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on April 25, 2014, 04:54:34 pm
Infinite bear? Bah. Give me an eldritch horror any day.  :P At least those tend to be godly, in one form or another.
But an infinite amount of bear means an unlimited source of all things beary. You could fend off your foes with the unbearableness of your puns.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on April 25, 2014, 08:43:13 pm
What if they were bears that became worms that became god-bears?

WAS THAT A DUNE REFERENCE

I LOVE YOU
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on April 25, 2014, 09:03:44 pm
Just beware the trapdoor bears. The burrowing horrors who live in the forest. They wait, motionless for hours, just under the surface of the earth. When their next meal wanders too close, they erupt forth in a shower of dirt and shrubbery, grasp their prey, and immediately pull it back down through the dirt to their underground pit...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on April 26, 2014, 03:57:35 am
What if they were bears that became worms that became god-bears?

WAS THAT A DUNE REFERENCE

I LOVE YOU
I don't get it. I've read Dune, but don't understand how that relates.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on April 26, 2014, 08:42:05 am
What if they were bears that became worms that became god-bears?

WAS THAT A DUNE REFERENCE

I LOVE YOU
I don't get it. I've read Dune, but don't understand how that relates.

It was actually a reference to some of the sequels.  In god-emperor of dune, someone basically becomes a sand-worm who then becomes a god-emperor of the entire galaxy.  To put a long and complicated story very short.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Aklyon on April 26, 2014, 09:08:39 am
The god-emperor then dies and turns all the resulting sandworms into part-god-emperor sandworms or something.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Viken on April 26, 2014, 12:44:08 pm
Give me Dune worms and spice any day over the thought of bears.  Jack Campbell kinda killed that for me in his Lost Fleet novels.  An entire species of homicidal cow-bear aliens that build massive planet-sized ships by basically stripmining their entire solar system... Scary.   :'(

P.S.: Yes, I know its totally unrelated.  But it all makes sense in my head, so hah.  :P
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on April 26, 2014, 01:54:16 pm
Whenever I picture sentient bears, I imagine a big burly bipedal bear in a pinstripe suit, a monocle, and a tiny bowler cap, sipping tea and reading the morning news.

It always makes me giggle. :3
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on April 26, 2014, 02:13:44 pm
Giant bear abominations you say?

I'll just leave this here. (http://darktower.wikia.com/wiki/Shardik)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: DeKaFu on April 26, 2014, 03:05:19 pm
wormbear

I read that as wombear. Three times.
Pictured a cross between a wombat and a bear. Which would be, I guess, a wombat....but bigger?

Alternatively a bear with a bulletproof butt and a pouch.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The13thRonin on April 26, 2014, 03:11:13 pm
Two years after initial announcement and it's STILL not ready for even early access?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Askot Bokbondeler on April 26, 2014, 03:34:33 pm
did you pre order it or something? what gives you the impression that you have a right to complain?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on April 26, 2014, 04:08:53 pm
Well, as long as bears can become citizens all is well. (http://imgur.com/Ga923)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on April 26, 2014, 06:23:46 pm
... I don't think they really had ANYTHING programmed 2 years ago, though?


Did they?

Because if not, 2 years to get a game up to early-access levels of acceptability (rather low, to be sure, compared to a full release, but it's still got a certain level), that's pretty acceptable time-scales.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The13thRonin on April 26, 2014, 08:40:01 pm
did you pre order it or something? what gives you the impression that you have a right to complain?

Did you pre-order my post? What gives you the impression that you have a right to complain?

The assumption that you have to pay money for something or be otherwise invested in it to be able to complain about it is deeply flawed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on April 26, 2014, 09:04:42 pm
Yeah, keep bickering out of the thread, please. We have a nice thing going here, let's not screw it up, k?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: SquatchHammer on April 26, 2014, 09:10:30 pm
If not, riot?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The13thRonin on April 26, 2014, 09:19:59 pm
Yeah, keep bickering out of the thread, please. We have a nice thing going here, let's not screw it up, k?

I made a single comment about Clockwork Empires and was immediately told "SHUT UP... YOU'RE NOT ALLOWED TO HAVE AN OPINION".

I wouldn't classify that as a 'nice thing'.

As for bickering... Explaining that people are allowed to complain about anything does not constitute bickering.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Girlinhat on April 26, 2014, 09:24:16 pm
So hey... any news on release?  I have not kept up with this thread, but am interested, and if recent conversation is anything to go by, then trawling through recent posts won't be pleasant.  So, any news of release, pre-alpha, demos, or anything?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on April 26, 2014, 09:27:26 pm
So hey... any news on release?  I have not kept up with this thread, but am interested, and if recent conversation is anything to go by, then trawling through recent posts won't be pleasant.  So, any news of release, pre-alpha, demos, or anything?

Early Access this summer.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The13thRonin on April 26, 2014, 09:27:48 pm
So hey... any news on release?  I have not kept up with this thread, but am interested, and if recent conversation is anything to go by, then trawling through recent posts won't be pleasant.  So, any news of release, pre-alpha, demos, or anything?

Early access is coming soon according to the Gaslamp Studios blog. It was supposed to already be here but they pushed it back to Summer. It'll probably be in early access for 1-2 years if other games are anything to go by. I assume no demo seeing as that early access is essentially paying for a demo of the game already.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on April 26, 2014, 11:58:49 pm
So hey... any news on release?  I have not kept up with this thread, but am interested, and if recent conversation is anything to go by, then trawling through recent posts won't be pleasant.  So, any news of release, pre-alpha, demos, or anything?

Early access is coming soon according to the Gaslamp Studios blog. It was supposed to already be here but they pushed it back to Summer. It'll probably be in early access for 1-2 years if other games are anything to go by. I assume no demo seeing as that early access is essentially paying for a demo of the game already.

I don't mind waiting a little longer for a quality product, nor do I mind paying a little bit up front for the beta of a game from a company that has already created one game with several expansions that I have enjoyed a great deal, if Gaslamp ends up going to a paid beta model.  I haven't really paid any attention to whather or not that's the plan, because I trust that they won't even do a paid Beta until it's something worth throwing some of my money at.

This comment is partly in reaction to prior comments of yours.  You do realize that Toady is probably going to release the most recent update to DF after a two year period spent working on the game, right?

Granted, DF is absurdly complicated, and Toady works alone, but the Gaslamp Games team is doing no wrong here.  Two years or so from concept to playable game does not seem excessive.  Pushing back testing / demo versions when the game isn't ready is also smart, because when a studio sends out terrible demos, it hurts credibility.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Toady One on April 28, 2014, 02:46:33 pm
(removed a misunderstanding that was getting derailey)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on April 28, 2014, 04:33:31 pm
Heh, I think this may be my first removed post.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on April 28, 2014, 05:41:26 pm
Toady One had to intervene. I feel kind of embarrassed for the forums, now. Sorry, Daniel & co.

don't leave stay forever
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 30, 2014, 02:23:37 pm
I appreciate you guys sticking with us. 

A *lot* of unexpected stuff comes up whenever you take on a game project, much less one as complicated as a simulation game.  A couple of years ago we had a poorly optimized terrain mesh with some 3d models on it.  The difference between that and a game is a couple of years and probably coming up on 300 pounds of coffee.  Last estimate for lines of code puts us at about 300k, and that was a while ago... which puts us at about 1000 lines of code per pound of coffee... hmmmm...

This is a metric i must track.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 30, 2014, 02:26:29 pm
A lot of that coffee turns into art too.  Hmm.  This is complicated.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on April 30, 2014, 02:32:29 pm
does that mean: if we send you coffee, we get horses?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 30, 2014, 04:15:04 pm
No.  No horses.  Not from us, anyway.  Those odd-toed ungulates have had it too good for too long.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on April 30, 2014, 04:29:16 pm
While I admire your desire to pursue this line of investigation, I think you might be jumping to a hasty conclusion.
Have you checked whether it is the coffee itself at play here, or just something tangential? It's important to establish your variables.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on April 30, 2014, 05:03:05 pm
Your suggestion of establishing a control could ruin us all!

Oh, David wrote a blog post about how we make sausage:

http://www.gaslampgames.com/2014/04/30/the-mad-mad-mad-vortex-of-game-development/

Worth bearing in mind, for context, that this doesn't even include the coding perspective.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on April 30, 2014, 05:29:29 pm
Dat tag.
Quote
you're doing it right when testers aren't sure if it's a bug or an intended otherworldly abomination

A bug or a feature? We can't tell! A perfect way to deflect criticisms, indeed!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Willfor on April 30, 2014, 05:54:06 pm
Quote
Investors: Happily, we don’t really have these (unless you count the Gaslamp founding partners, and, I suppose, Canada in a sense). If we had investors meddling in our creative control, to say nothing of finances and release schedule, we could be forced to release a game we weren’t happy with too early. That’d make us very upset, and that’s why we maintain control of our own affairs. Plus, we can say stupid stuff on the blog and get away with it. Still, we need to make money by shipping a product.

Oh man. I already support Gaslamp Games just by paying taxes! Something to feel good about.

I have contributed $0.00001CND to Clockwork Empires!!

(Must convince the Government to take more money from me to up that to $0.00002CND)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on April 30, 2014, 05:58:01 pm
Dat tag.
Quote
you're doing it right when testers aren't sure if it's a bug or an intended otherworldly abomination

A bug or a feature? We can't tell! A perfect way to deflect criticisms, indeed!
There are no bugs, only unintended features.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 07, 2014, 07:20:44 pm
A new week!  A new blog post!  One of the variety where you will be RIVETED with the EXCITING minor tweaks and feature implementations that bring us one step closer to THAT POINT.

http://www.gaslampgames.com/2014/05/07/polish/

Edit: Please read this forum post in a 1930s announcer voice.  We were having a competition in the office a couple weeks ago to see who had the best one.  Mine was not the worst!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 07, 2014, 07:30:59 pm
Edit: Please read this forum post in a 1930s announcer voice.  We were having a competition in the office a couple weeks ago to see who had the best one.  Mine was not the worst!

Out of curiosity, whose was?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on May 07, 2014, 07:43:56 pm
Gaslamp Games make the only (other than DF) progress reports that I bother reading fully.
I think you could literally make chemistry books fun and hilarious.

 "call me old but I still think that using the middle mouse wheel lends itself to a pretty high level of excitement" - YES I FEEL THIS TOO. EVERY TIME I GET A MIDDLE MOUSE BUTTON MOUSE.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 07, 2014, 07:45:32 pm
Definitely our 3D environment artist Sean :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 14, 2014, 06:29:10 pm
You guys alright over there, Daniel?  There hasn't been a blog post and I was curious if you all were just too swamped to do it or something.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 14, 2014, 07:26:20 pm
NEVER!

http://www.gaslampgames.com/2014/05/14/the-meat-tree-fitting-pipes-together/

We're good :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 14, 2014, 07:48:46 pm
Huzzah for horrendously complex animation load orders!  Then again, I have no background in video game design, so it could actually be extremely simple.  One way or another, good to see work still progressing, can't wait to be able to throw money at you guys in the Summer.

Also, Diggles fighting E. Honda are always relevant.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: simoroth on May 14, 2014, 08:02:45 pm
NEVER!

http://www.gaslampgames.com/2014/05/14/the-meat-tree-fitting-pipes-together/

We're good :D

Nice! I've been working on that this week too for my own game. Really really hard to get right and looking good.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on May 14, 2014, 08:29:19 pm
Quote from: tags
the first couple drawings of the meat tree looked like they were bristling with phalluses and were therefore canned

I guess they were the wrong kind of wood, huh?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on May 14, 2014, 09:23:25 pm
Quote from: tags
the first couple drawings of the meat tree looked like they were bristling with phalluses and were therefore canned

I guess they were the wrong kind of wood, huh?

I'm deeply excited by the potential for meat orchards. The real question, though, is whether there will be grass-cows to graze in meat-pastures. And what, if anything, in this scenario is vegan.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 14, 2014, 10:56:46 pm
Hey Simon!

Yeah we're definitely at the point where the game feels weird due to the lack of response on the animations.  We are actually reaching back to fighting games and using their system, which they arguably do the best, because, you know, that's their thing.

They have this lovely system where, when characters interact (punch each other) there's always some sort of visual cue (in their case usually flashing sprites and a particle effect).  After that, they seem to check whether the animation that the punched character is doing should be interrupted (usually if the animation alters the state/position of the character or its held items its uninterruptible).  If it's interruptible, just swap to the new animation and go from there.  If it's not, abandon the one you were trying to push and just have the visual cue, then let them finish putting down their loaf of bread or whatever.

There are a few other stutters in there that I think are more technical (characters start to skate around totally frozen after getting interrupted too many times), but the brunt of it is handling our bad organization :P

(Regarding the meat tree, we, uh, have *some* sort of plan, but it's a ways off.  I think it'll be neat :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on May 15, 2014, 05:43:07 am
I'm deeply excited by the potential for meat orchards. The real question, though, is whether there will be grass-cows to graze in meat-pastures. And what, if anything, in this scenario is vegan.
Sigged due to the worrying look my vegan friend gave me after I softly whispered 'are meat orchards vegan?' into his ear.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Lithare on May 15, 2014, 08:20:51 am
I love blog posts.  (Said in the voice of Brick as played by Steve Carell in Anchorman)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 21, 2014, 04:34:00 pm
Well, another week, another blog post by David because I'm doing Planning for Things, and Nicholas is doing UI button programming (way more useful and awesome than a blog post would make it sound).

Thankfully, David is doing some pretty cool stuff :)

http://www.gaslampgames.com/2014/05/21/what-would-you-say-you-do-here/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on May 21, 2014, 04:51:30 pm
Fish people just want to be loved :(
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on May 21, 2014, 04:58:39 pm
So...how common will it be for deranged citizens to try and give the fish people love? And will the fish people recognize their advances as such?

It...it was horrible. This pink land thing came up to me...and...and...it tried to force chocolate on me! Why would it try to poison me like that??!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on May 21, 2014, 05:59:00 pm
Right now I'm imagining a special sacrifice spot being arranged where people or meat products are set for the fish people to take so that they may leave the village in peace for another moon's turn.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on May 21, 2014, 07:02:54 pm
Quote
If we let a worker just do the job without an overseer, then we make the game less about how the player assigns work crews which would dilute player attention and the game theme. So instead I had our biome generator spawn a new game object type, an “objectCluster” which spawns a number of things in close proximity to one another based on numbers defined in an external file. Now berry bushes always spawn in clusters of 3-5 and now it makes sense for an overseer and workcrew to collect berries (and it’s not a frustrating waste of time to the player!). Meanwhile, Joseph made a new collection of differently sized berry bushes and Chris made new foraging animations (and hooked them up via FSM bollocksry).

Sounds like you fixed that already, but I wonder about an alternative solution:

If a job is simple or small or short enough that a single person can do it without supervision, perhaps the overseer himself could do it... unless his character traits are such that work of that sort is demeaning, so he'll drag a worker to do it while he stands there and watches anyway? Sort of the overbearing middle management boss most of us have had in our lives (I haven't /humblebrag).

But I don't know if seeing that happen in-game would necessarily translate into a "well, that guy's kind of irritating as an overseer" versus "well, that gameplay feature is annoying", or worse, some confusion on the part of a player as to why some overseers are okay to just do small work themselves versus some not touching any kind of labour with a ten foot steampunkpole versus it not even being readily identifiable because 95% of the work being done involves enough workers or complexity as to actually require an overseer anyway.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Pnx on May 21, 2014, 10:03:49 pm
If a job is simple or small or short enough that a single person can do it without supervision, perhaps the overseer himself could do it... unless his character traits are such that work of that sort is demeaning, so he'll drag a worker to do it while he stands there and watches anyway? Sort of the overbearing middle management boss most of us have had in our lives (I haven't /humblebrag).
A person of his/her station, doing manual labour? Dear cog! Next you'll be telling me that you expect an overseer to treat their labourers as equals. What is this, Stahlmark?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on May 22, 2014, 08:49:28 am
Might there be able to be 'second in commands'? As in, overseers could have a first laborer who might be able to take over overseer tasks but get a 'stress' thought or workers wouldn't work as efficiently?
It might be good for if A HORRIBLE TRAGEDY befell your overseer/s?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on May 22, 2014, 09:39:57 am
It might be good for if A HORRIBLE TRAGEDY befell your overseer/s?

Will sufficiently mad workers plot to remove their overseers? Either to get promotions or as part of a communist revolution?

...in the later case, could this lead to a monarchist counter-revolution?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 22, 2014, 01:31:00 pm
People will kill other people, but it turns out this is a complex thing to do in a clear way that feels like it enriches the game without merely punishing the player.  As the "idyllic" part of the game (starvation, farming, building stuff) comes together, we're just starting to try out our ideas with this, but it'll probably take some iteration.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: motorbitch on May 22, 2014, 02:16:03 pm
let me tell you:
even if you somehow totally botch the game, your devblog alone will have made my life a bit more worth living. it realy is the one most entertaining blog related to any game i ever read.

that said: i totally think this game is goint to kick major ass.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 22, 2014, 02:19:18 pm
Awesome :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on May 22, 2014, 02:23:37 pm
 
People will kill other people, but it turns out this is a complex thing to do in a clear way that feels like it enriches the game without merely punishing the player.  As the "idyllic" part of the game (starvation, farming, building stuff) comes together, we're just starting to try out our ideas with this, but it'll probably take some iteration.

I think DF gets around that quite well by announcing things like that well/loudly before any killing starts happening (mostly) - stuff like easily readable moods/negative colour flashes, dwarves throwing tantrums and so on. It all depends on what the player abilities the player will have to placate the people though really, I mean it'd feel really unfair if citizens just randomly got angrier and killed someone important with nothing you could do to stop it once the chain of events got started, but if there were various ways (such as giving them a title/land/stuff, or moving them into a different work group or whatever) then it'd be an interesting mechanic.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 22, 2014, 02:46:23 pm
Good point, i totally agree.  As long as the player has some chance to maybe do *something*, and they realize they do, it's generally okay
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on May 23, 2014, 03:15:19 am
People will kill other people, but it turns out this is a complex thing to do in a clear way that feels like it enriches the game without merely punishing the player.  As the "idyllic" part of the game (starvation, farming, building stuff) comes together, we're just starting to try out our ideas with this, but it'll probably take some iteration.

One of the idyllic parts of the game is starvation?  You really do belong here Daniel.  One second, I'm sure I have an artifact kitten bone figurine decorated in leather with images of dwarves starving somewhere around here to give you as a membership token.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EagleV on May 29, 2014, 04:15:25 am
New blog post (http://www.gaslampgames.com/2014/05/28/may-technical-status-update-more-from-the-testing-front/), for those interested.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on May 29, 2014, 08:25:24 am
Game development!  Iteration!  Synergy!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 29, 2014, 09:10:46 am
Game development!  Iteration!  Synergy!

Don't forget the coffee!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on May 29, 2014, 09:22:46 am
Game development!  Iteration!  Synergy!
By your powers combined I am Captain Fishperson?  -_-
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on May 29, 2014, 09:35:58 am
You have a very interesting art department.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on May 29, 2014, 09:50:32 am
Game development!  Iteration!  Synergy!

Don't forget the coffee!
Dont forget blowing 75 percent of the budget on ramen noodles and Unreal Engine 3.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 29, 2014, 09:51:33 am
Game development!  Iteration!  Synergy!

Don't forget the coffee!
Dont forget blowing 75 percent of the budget on ramen noodles and Unreal Engine 3.

... They made their own engine, and they're not college students? ???
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on May 29, 2014, 09:52:56 am
Game development!  Iteration!  Synergy!

Don't forget the coffee!
Dont forget blowing 75 percent of the budget on ramen noodles and Unreal Engine 3.

... They made their own engine, and they're not college students? ???
Its a pseudo meme.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on May 29, 2014, 09:55:21 am
Ah.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on May 29, 2014, 02:31:37 pm
Coincidentally, a ramen place opened up across the street 2 days ago.  We're probably going to all gain 50 pounds in the next month.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on May 29, 2014, 03:25:12 pm
Coincidentally, a ramen place opened up across the street 2 days ago.  We're probably going to all gain 50 pounds in the next month.

Fat and sassy. Just how I like my game developers.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on May 29, 2014, 03:36:16 pm
Coincidentally, a ramen place opened up across the street 2 days ago.  We're probably going to all gain 50 pounds in the next month.

Fat and sassy. Just how I like my game developers.
I like my game developers how I like my spirits.
Nondescript and will probably make me go blind.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 04, 2014, 04:10:49 pm
Another Wednesday, another blog post!  The game has really come a LONG way in the last two months.  It's hard to really show it from the screenshots, but the frustrating hurdles that hit you every five seconds back then are very quickly disappearing. 

http://www.gaslampgames.com/2014/06/04/dodos-buildings-and-the-road-to-alpha/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on June 04, 2014, 04:42:59 pm
...the frustrating hurdles that hit you every five seconds back then are very quickly disappearing. 
Now I want to see insane citizens hunting hurdles when they should be hunting dodos.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 05, 2014, 12:01:44 pm
 :-\
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 11, 2014, 05:41:34 pm
Someone did a really good job of paraphrasing the content of today's blog post in the comments:

“We want to use violence not to allow players to hurt things, but to allow us to hurt players.”

http://www.gaslampgames.com/2014/06/11/building-a-better-world-through-video-game-violence/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on June 11, 2014, 05:52:05 pm
Someone did a really good job of paraphrasing the content of today's blog post in the comments:

“We want to use violence not to allow players to hurt things, but to allow us to hurt players.”

http://www.gaslampgames.com/2014/06/11/building-a-better-world-through-video-game-violence/
Dat AC reference gtg mafia
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on June 11, 2014, 05:53:43 pm
I have finally found a steed dapper enough to be worthy of mounting the Steam Knights!

(http://img.timeinc.net/time/2007/50_cars/horsey_horseless.jpg)

Simply replace that infernal combustion engine with something more...suitable, and you have a horse for the modern era, superior to its organic counterpart in every conceivable way, with no mess, no muscle fatigue, and no fleeing in terror from the so called "supernatural" presences that the superstitious would have us believe in such an enlightened age.

Of course, I must say that it is heartwarming that you would take the time to encourage us to defend our fledgling colonies. Indeed, I shall take a second thought before I send the recently immigrated cotton farmer to his untimely demise in order to fuel a developing meat industry.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 11, 2014, 05:55:03 pm
I like that you're going with the gibs instead of the multitude of body parts flying everywhere, it fits more with the game and it's art style and it's less clutter.

Also, it would be sort of terrifying to see a dodo explode into 17 eyeballs and 5 kidneys.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on June 11, 2014, 06:05:28 pm
Dat AC reference gtg mafia
And which AC are you acronymising there?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on June 11, 2014, 06:07:20 pm
Dat AC reference gtg mafia
And which AC are you acronymising there?
THE WORLD WILL NEVER KNOW MUAHAHAHA Alpha Centauri.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on June 11, 2014, 06:10:17 pm
Ah okay, tags.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 11, 2014, 08:10:28 pm
I have finally found a steed dapper enough to be worthy of mounting the Steam Knights!

(http://img.timeinc.net/time/2007/50_cars/horsey_horseless.jpg)

Simply replace that infernal combustion engine with something more...suitable, and you have a horse for the modern era, superior to its organic counterpart in every conceivable way, with no mess, no muscle fatigue, and no fleeing in terror from the so called "supernatural" presences that the superstitious would have us believe in such an enlightened age.

Of course, I must say that it is heartwarming that you would take the time to encourage us to defend our fledgling colonies. Indeed, I shall take a second thought before I send the recently immigrated cotton farmer to his untimely demise in order to fuel a developing meat industry.

That picture is amazing!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 12, 2014, 04:55:58 pm
So.. FarmerBob, Darkmere, Graknorke, Puzzlemaker, and Imperial Guardsman (Descan?), You've been chosen based on an essentially random metric; I've PMed you. 

Others will be chosen.  Your time will come.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on June 12, 2014, 05:02:52 pm
Im not Descan.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Scout on June 12, 2014, 05:30:18 pm
So.. FarmerBob, Darkmere, Graknorke, Puzzlemaker, and Imperial Guardsman (Descan?), You've been chosen based on an essentially random metric; I've PMed you. 

Others will be chosen.  Your time will come.
For wot?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 12, 2014, 05:37:16 pm
...stuff.  (and by stuff I mean seeing if the game crashes on their PCs)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on June 12, 2014, 05:37:52 pm
So.. FarmerBob, Darkmere, Graknorke, Puzzlemaker, and Imperial Guardsman (Descan?), You've been chosen based on an essentially random metric; I've PMed you. 

Others will be chosen.  Your time will come.
For wot?

Blood sacrifice to the great Inky Land Squid, of course! Haven't you been paying attention?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on June 12, 2014, 05:44:12 pm
And now I am sad.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 12, 2014, 05:44:52 pm
And now I am sad.

Don't worry, the Land Squid will be hungry again.  You'll have your turn too.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: GiglameshDespair on June 12, 2014, 05:46:16 pm
I shall feast on the calimari of sorrow.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: choppy on June 12, 2014, 05:49:06 pm
Dang.  ;) in all seriousness I am glad you are having people test. ( I am available as well if you need a duel mac/Windows user)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on June 12, 2014, 05:56:29 pm
Damn, that's pretty exciting. Guess I have to make more of a witty nuisance of myself, then.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: ibot66 on June 12, 2014, 06:40:20 pm
My computers super terrible! It would be a good minimum benchmark! Your game sounds very well designed and I am sure you are a handsome witty and charming fellow!
need... fishmen...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on June 12, 2014, 07:20:19 pm
And now I am sad.
And I am confused.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 12, 2014, 07:22:31 pm
OMG imperial guardsman ISN'T Descan.  There's something weird going on here.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on June 12, 2014, 07:23:45 pm
Im not Descan.

I'm willing to be Descan if it'll get me in on this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 12, 2014, 07:25:28 pm
Hah, I thought that was it.

I don't know if you lurk many of the other boards, Daniel, but there was a rather large Descan fad (http://www.bay12forums.com/smf/index.php?topic=138186.00) going on for a while.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on June 12, 2014, 07:26:20 pm
OMG imperial guardsman ISN'T Descan.  There's something weird going on here.
Clicking on my sig-link might fill you in.

Or make you terribly confused.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 12, 2014, 07:27:09 pm
OMG imperial guardsman ISN'T Descan.  There's something weird going on here.
Clicking on my sig-link might fill you in.

Or make you terribly confused.
It's basically the same end result.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 12, 2014, 07:30:07 pm
That is amazing.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on June 12, 2014, 07:31:44 pm
OMG imperial guardsman ISN'T Descan.  There's something weird going on here.
Clicking on my sig-link might fill you in.

Or make you terribly confused.
It's basically the same end result.
You posted before me by like 2 seconds, bro~ Ninja.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on June 12, 2014, 07:35:10 pm
YES!

I get to have crashes!  This is so exciting!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EnigmaticHat on June 12, 2014, 11:22:32 pm
So.. FarmerBob, Darkmere, Graknorke, Puzzlemaker, and Imperial Guardsman (Descan?), You've been chosen based on an essentially random metric; I've PMed you. 

Others will be chosen.  Your time will come.

Jokes on you guys, when I play the game for the first time the impossible geometries will be on purpose.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on June 12, 2014, 11:35:42 pm
Jokes on you guys, when I play the game for the first time the impossible geometries will be on purpose.

It's fine, we aren't even allowed to tell people that the whole game world is made out of [REDACTED] shot full of [DATA EXPUNGED] jellyfish trees.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on June 13, 2014, 01:07:16 am
So.. FarmerBob, Darkmere, Graknorke, Puzzlemaker, and Imperial Guardsman (Descan?), You've been chosen based on an essentially random metric; I've PMed you. 

Others will be chosen.  Your time will come.

Cool.  Can't wait to see if I set a new crash record  :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on June 13, 2014, 03:32:16 am
Im not Descan.

I'm willing to be Descan if it'll get me in on this.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Urist McScoopbeard on June 13, 2014, 10:05:33 am
Im not Descan.

Oh but you are so wrong, you are a descanite! Perhaps not the holy Descan himself, but you wear his avatar-follow his ways. Soon you two will become indistinguishable and shall have to be slain.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MoLAoS on June 13, 2014, 02:51:37 pm
Cannot wait for this to come out. Please hurry up. Otherwise I'm just stuck playing Dominions 4, and mixing it up with EU4. Need to start playing more than two games. kkthxbai.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Glloyd on June 13, 2014, 03:21:37 pm
Im not Descan.

I'm willing to be Descan if it'll get me in on this.

I concur.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Oneir on June 18, 2014, 06:41:50 pm
New devblog! Read it!

I actually have a problem with this post! In particular:
Quote
FIXED: cannibalism now requires a HUMAN corpse, not any corpse
It's humanocentric! You're neglecting the chance to have eldritch*, cannibal sheep! (or cannibal fish-people, I guess)

*Why is it strangely fitting that spellcheck wants this to be "britches"?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 18, 2014, 06:56:31 pm
I'm sort of surprised the file "FIXME" got as far as it did, did someone forget about it while coding the Eldritch abominations or something?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on June 18, 2014, 06:57:28 pm
*Why is it strangely fitting that spellcheck wants this to be "britches"?

Fitting.

That's punny.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 18, 2014, 07:24:42 pm
Nah, "FIXME" is a code comment we use when we're putting in a hack that we know is sub-optimal.  A large amount of game dev, from my experience at least, involves building just enough and then improving later, rather than building fully robust systems all the way through.  You usually don't know all the use-cases for code at the start, and even then, you might rip out the feature later.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on June 18, 2014, 07:27:23 pm
Nah, "FIXME" is a code comment we use when we're putting in a hack that we know is sub-optimal.  A large amount of game dev, from my experience at least, involves building just enough and then improving later, rather than building fully robust systems all the way through.  You usually don't know all the use-cases for code at the start, and even then, you might rip out the feature later.
havent gotten my code yet
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 18, 2014, 09:27:50 pm
THE TIME WILL COME

*cough*

Turns out that we had some horrible memory leaks, which have pushed back the next wave of "testing" by probably a day.  Bad news: those of you who were chosen for suffering are not yet suffering.  Good news: it'll be more of the suffering you ...deserve?  want?  This got weird.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 18, 2014, 09:31:07 pm
Probably a need at this point.  These are Dwarf Fort players we're talking about, we're accustomed to suffering.

The more I think about it, the more I don't really think I've heard anything about late game stuff, has there been any stuff thrown in besides the steam knight for late game?  Or has most of the development been towards getting it up and running insofar?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 18, 2014, 09:49:55 pm
Late game continues to be a really active topic of discussion internally, and there are a bunch of systems designed for this, but they're basically contingent on interactions with the parts that are at play in the early game.  There's a ton of work done on buildings, machines, and monsters that we haven't discussed and aren't in the game, but we're holding onto them until we can add them later. 

As an example, David and I have been talking quite a bit lately about what we've internally labeled "dynamics lines" (power lines, water pipes, etc.) and how we can make these systems work to improve the player experience without cluttering too much.  Everything but the visual design i'm sold on: it frees characters to be more productive (cause more trouble) and allows players to improve rates of production of food, weapons, building materials, and stuff like that.  We're running some tests to hopefully come together on the visual design as well.  I mention that system because it's a "late game" ish thing.  When most everyone is dead due to some mysterious illness, you need fewer people to be able to hold things together.

In general though, we'll be rolling out most of the later game stuff as we do early access: we want a stable base to grow it.  Also, we don't *really* know how a large group of players is going to play the game, so we want to be able to prioritize parts of the game that people seem most interested in pushing toward.  I suspect that most people are going to really want us to finish the concurrent multiplayer implementation ASAP so they can mess with each other, which will lead to people wanting more sophisticated and horrible ways to mess with each other, but we'll see :)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on June 18, 2014, 10:05:00 pm
THE TIME WILL COME

*cough*

Turns out that we had some horrible memory leaks, which have pushed back the next wave of "testing" by probably a day.  Bad news: those of you who were chosen for suffering are not yet suffering.  Good news: it'll be more of the suffering you ...deserve?  want?  This got weird.

By all means take your time. I have a couple other projects going anyway (but I WILL get to CE whenever you guys are ready).

Re: late-game stuff,

I remember way-back near the reveal some of us on the gaslamp forums were bouncing general end-game philosophy around with David. The gist of it was give-take on "every colony is DOOOMED in fun ways" vs "winning should be possible, if difficult." I was in the latter camp, but some of you guys were pretty in favor of the former, if I remember correctly. Has that been further hashed out in the months since?

I mean, Losing is Fun, but if it's the only option and you can't really combat it... it's kinda not, for me.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on June 18, 2014, 10:38:38 pm
Well, you could always do both. Every colony is doomed, but doom is how you win. "Well, don't worry lad, your thriving metropolis came crumbling down because of a spot of the eldritch, but not to worry, not to worry, off you go lad!"
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on June 18, 2014, 11:00:25 pm
You know I had actually hoped that their career mode would do that... If you lose at a colony you can pick a different one that's either a bit more tame or just as tough and try a second go. End-of-campaign "rank" or whatever would be determined by how many "minor setbacks" you suffered at the hands of non-Euclidian horrors. I haven't heard a career mode mentioned in quite some time though, so I don't know if it's still a thing or not.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 18, 2014, 11:11:43 pm
There should be options other than failure.  In games like these though, all that means is there is some sort of "stable solution".  See SimCity or DF.  Our only real goal as far as what to do about that is that once you get there, we can continue to challenge players in interesting ways.  This'll involve scaling the severity of problems with metrics like how long it's been since one of your characters has been mortally wounded, how long it's been since buildings have been destroyed... stuff like that.  It's of course tricky to make these metrics not create their own stable state (building a workshop in the middle of nowhere to appease the dark gods or something), but I think we can make it work.  That said, some of the problems you might be ill-equipped to deal with, in which case you'll probably just get everyone killed. :D
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on June 18, 2014, 11:33:21 pm
... on the other hand, having incentive to build workshops out in the middle of nowhere as appeasement to the dark gods sounds... appealing? To me. It's like creating your own little horror stories out in the woods as a meta-strategy of survival.

"Why do you have your pottery industry on the other end of the island?"
"Uh... no reason. It's just... a thing that works, you know? Keeps the population stable, in my experience. Mostly."
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on June 19, 2014, 12:17:13 am
THE TIME WILL COME

*cough*

Turns out that we had some horrible memory leaks, which have pushed back the next wave of "testing" by probably a day.  Bad news: those of you who were chosen for suffering are not yet suffering.  Good news: it'll be more of the suffering you ...deserve?  want?  This got weird.

I have dual SSD's and 24GB RAM.  Try me.  If nothing else, the size of the dump files should be... adequate.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: EagleV on June 19, 2014, 02:35:22 am
... on the other hand, having incentive to build workshops out in the middle of nowhere as appeasement to the dark gods sounds... appealing? To me. It's like creating your own little horror stories out in the woods as a meta-strategy of survival.

"Why do you have your pottery industry on the other end of the island?"
"Uh... no reason. It's just... a thing that works, you know? Keeps the population stable, in my experience. Mostly."

I like this idea, even more so in the case of "time since last mortal wound". Imagine there is a fish people attack every so often, a bit stronger every time, unless you leave innocent children chained to a certain, rune-engraved rock just beneath the floodline every month.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on June 19, 2014, 05:35:46 am
Is there going to be any kind of population cap?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on June 19, 2014, 09:29:27 am
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on June 19, 2014, 09:36:46 am
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)


I'd love to be vegan, but how can one live without cheese?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: PrimusRibbus on June 19, 2014, 09:48:31 am
... on the other hand, having incentive to build workshops out in the middle of nowhere as appeasement to the dark gods sounds... appealing? To me. It's like creating your own little horror stories out in the woods as a meta-strategy of survival.

"Why do you have your pottery industry on the other end of the island?"
"Uh... no reason. It's just... a thing that works, you know? Keeps the population stable, in my experience. Mostly."

I like this idea, even more so in the case of "time since last mortal wound". Imagine there is a fish people attack every so often, a bit stronger every time, unless you leave innocent children chained to a certain, rune-engraved rock just beneath the floodline every month.

I rather like the concept of an explicit mechanic for leaving people or goods out as appeasements/sacrifices/temporary distractions for the fish men/harmless wildlife/oh god what is that. It would be interesting to have it as an option for a desperate colony, and it could result in !fun! paranoia for the remaining citizens.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Descan on June 19, 2014, 11:10:12 am
Well, as long as it makes sense. A non-working workshop next to the eldritch spawn point? Not so much. Chaining a child under your settlement to keep your forges running? Better.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Imperial Guardsman on June 19, 2014, 11:12:52 am
Lets not go full DF player mode, Citizen Daniel likely doesnt know about how psychotic we are. Lets just say that we will be mostly testing tragedy and disaster. Possibly finding ways to kill off useless colonists.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Shakerag on June 19, 2014, 01:13:11 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)


I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The Darkling Wolf on June 19, 2014, 01:15:56 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)


I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Please explain this bizarre concept to me, how does one not eat this wondrous manna sent from the heavens?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on June 19, 2014, 01:52:32 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)
I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Please explain this bizarre concept to me, how does one not eat this wondrous manna sent from the heavens?
Step 1: Close mouth
Step 2: There is no need for a second step, please discard
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mr. Strange on June 19, 2014, 02:21:05 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)
I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Please explain this bizarre concept to me, how does one not eat this wondrous manna sent from the heavens?
Step 1: Close mouth
Step 2: There is no need for a second step, please discard
Okay, I followed your advice and now I got closed mouth full of cheese, was this the intended result?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Puzzlemaker on June 19, 2014, 03:48:53 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)
I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Please explain this bizarre concept to me, how does one not eat this wondrous manna sent from the heavens?
Step 1: Close mouth
Step 2: There is no need for a second step, please discard
Okay, I followed your advice and now I got closed mouth full of cheese, was this the intended result?

Well obviously it is, that seems like a pretty swell result to me!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on June 19, 2014, 03:54:15 pm
Well, as long as it makes sense. A non-working workshop next to the eldritch spawn point? Not so much. Chaining a child under your settlement to keep your forges running? Better.
Not a non-working workshop, but maybe an understaffed one. Y'know, that just happens to be out in the woods. And maybe something happens to the workers occasionally, but you're n- not directly complicit or anything, idiots. No need to go full cultist and chain up kids or whatnot. Just... make it easier for things to happen. Plausible deniability is important, and if it happens to make it so your colonies run a little smoother and still don't go crazy-tentacle-dance, well... maybe the homeland looks away, just a titch?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on June 19, 2014, 09:29:45 pm
Quote
•FIXED: death of animals no longers triggers tragedy music (as tragic as it may be to us vegans -dgb)
As a fellow vegan, I must say this saddens me  :(

I raise my seitan in salute, David.  (And then eat it, because holy crap I love this stuff)
I'd love to be vegan, but how can one live without cheese?
You ... just don't eat it?  O_o 
Please explain this bizarre concept to me, how does one not eat this wondrous manna sent from the heavens?
Step 1: Close mouth
Step 2: There is no need for a second step, please discard

I have been meaning to ask you for the longest time, Graknorke, what is that avatar of yours?
Every time I look at it, I get this strange sensation I am watching a strange mashup of Chef Boyardee and Strawberry Shortcake characters.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 19, 2014, 09:33:02 pm
I have been meaning to ask you for the longest time, Graknorke, what is that avatar of yours?
Every time I look at it, I get this strange sensation I am watching a strange mashup of Chef Boyardee and Strawberry Shortcake characters.

It's a character from Phoenix Wright: Ace Attorney, I believe.  Beyond that I'm not quite certain.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on June 19, 2014, 09:39:45 pm
I have been meaning to ask you for the longest time, Graknorke, what is that avatar of yours?
Every time I look at it, I get this strange sensation I am watching a strange mashup of Chef Boyardee and Strawberry Shortcake characters.

It's a character from Phoenix Wright: Ace Attorney, I believe.  Beyond that I'm not quite certain.

Heh, it's from _Papers, please!_ as I recall. Haven't played that one so I don't know specifics.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 19, 2014, 09:43:03 pm
I have been meaning to ask you for the longest time, Graknorke, what is that avatar of yours?
Every time I look at it, I get this strange sensation I am watching a strange mashup of Chef Boyardee and Strawberry Shortcake characters.

It's a character from Phoenix Wright: Ace Attorney, I believe.  Beyond that I'm not quite certain.

Heh, it's from _Papers, please!_ as I recall. Haven't played that one so I don't know specifics.
... The Avatar?  Because I just found him from Phoenix Wright, he's a gay (uncertain) French chef named Jean Armstrong. (http://aceattorney.wikia.com/wiki/Jean_Armstrong)  The art style is completely off for Papers, please. 0_o
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on June 19, 2014, 09:58:51 pm
I have been meaning to ask you for the longest time, Graknorke, what is that avatar of yours?
Every time I look at it, I get this strange sensation I am watching a strange mashup of Chef Boyardee and Strawberry Shortcake characters.

It's a character from Phoenix Wright: Ace Attorney, I believe.  Beyond that I'm not quite certain.

Heh, it's from _Papers, please!_ as I recall. Haven't played that one so I don't know specifics.
... The Avatar?  Because I just found him from Phoenix Wright, he's a gay (uncertain) French chef named Jean Armstrong. (http://aceattorney.wikia.com/wiki/Jean_Armstrong)  The art style is completely off for Papers, please. 0_o

You know... I think someone asked him what it was once and that's the one that displayed with the P,p! answer. Must have been changed by then and without having played either series I just didn't know any better. Well that's one minor mystery solved, so... Sorry about that. This is what I get for a head full of useless minutae.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on June 19, 2014, 10:03:26 pm
Oh right, the Jorji avatar, (http://papersplease.wikia.com/wiki/Jorji_Costava) I had forgotten about that one.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 25, 2014, 06:00:38 pm
New blog post is up!  Finally ironing out our process for releasing builds without known instabilities (hooray!)

Generally the current builds have far fewer issues, and we're putting in fun stuff here and there.  There's more quantification of progress (we put in a counter for number of living characters in a settlement), less pathing issues (animals *may* no longer walk through doors without opening them), and we have temporarily turned down the simulation detail on a few things while we focus on more important things (discussed in the post)

http://www.gaslampgames.com/2014/06/25/hot-testing-action-and-starvation/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on June 25, 2014, 06:17:59 pm
Are some foods going to get tags or whatnot that make them preferable fresh? I, for one, prefer most of my fruits raw to cooked given the choice. Not that I mind a nice fruit pie, mind you, but given the option between apple stew and fresh apples, I'd rather go with the fresh apples.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on June 25, 2014, 06:36:09 pm
We could... it would require that people have some sort of preference for their fruits that is set by either initial conditions or the events which they experience.  Currently the character attributes are much more broad than that.  I doubt we'll get to that level of depth with them in any reasonable period of time, but given many years to work on this simulation, yeah, we'd totally be into that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mephansteras on June 25, 2014, 07:59:34 pm
We could... it would require that people have some sort of preference for their fruits that is set by either initial conditions or the events which they experience.  Currently the character attributes are much more broad than that.  I doubt we'll get to that level of depth with them in any reasonable period of time, but given many years to work on this simulation, yeah, we'd totally be into that.

I was thinking more of a tag that gave certain raw foods equal preference with cooked foods. So someone might go for the meat stew or the bowl of fresh berries equally often, but skip on the raw meat unless really necessary.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on June 26, 2014, 05:47:47 pm
You could also mix it up, in that there is some stacking effect that characters stop receiving as much nutrition (or more simply a thought malus) if they keep eating the same kind of food, and then check for that malus whenever they go to get food (so they avoid it if they can). So they might prefer a steak or roast most of the time or five course gourmet meal, but if they keep eating even that they'll eventually go for a raw cabbage or fishperson.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on June 26, 2014, 06:09:57 pm
You could also mix it up, in that there is some stacking effect that characters stop receiving as much nutrition (or more simply a thought malus) if they keep eating the same kind of food, and then check for that malus whenever they go to get food (so they avoid it if they can). So they might prefer a steak or roast most of the time or five course gourmet meal, but if they keep eating even that they'll eventually go for a raw cabbage or fishperson.

Or Dave.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Graknorke on June 26, 2014, 06:16:49 pm
You could also mix it up, in that there is some stacking effect that characters stop receiving as much nutrition (or more simply a thought malus) if they keep eating the same kind of food, and then check for that malus whenever they go to get food (so they avoid it if they can). So they might prefer a steak or roast most of the time or five course gourmet meal, but if they keep eating even that they'll eventually go for a raw cabbage or fishperson.

Or Dave.
I imagine that Dave's nutritional content isn't much different to that of a steak.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: choppy on June 26, 2014, 06:25:28 pm
You could also mix it up, in that there is some stacking effect that characters stop receiving as much nutrition (or more simply a thought malus) if they keep eating the same kind of food, and then check for that malus whenever they go to get food (so they avoid it if they can). So they might prefer a steak or roast most of the time or five course gourmet meal, but if they keep eating even that they'll eventually go for a raw cabbage or fishperson.

Or Dave.
I imagine that Dave's nutritional content isn't much different to that of a steak.
You haven't heard of a steak named Dave?  ;)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on June 28, 2014, 01:14:33 am
We could... it would require that people have some sort of preference for their fruits that is set by either initial conditions or the events which they experience.  Currently the character attributes are much more broad than that.  I doubt we'll get to that level of depth with them in any reasonable period of time, but given many years to work on this simulation, yeah, we'd totally be into that.

If there is spoilage in the game, is it progressive, or all-or-nothing?

If spoilage is in game, then maybe a single preference could be implemented across the board, a "spoilage tolerance" or "age tolerance", if spoilage is based solely on age.

This would weight the preferences of every character more towards fresher foods, but if a character had a high spoilage tolerance, walking the extra ten paces to get the bread baked today might not be worth it in their mind.

Overseers would probably trend lower on the spoilage tolerance, and workers higher.  Happiness could be influenced by eating foods above their spoilage tolerance.  This could lead to occasional revolts by epicureans.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 02, 2014, 05:48:56 pm
Simulation me wants to do this.  Project management me thinks this way lies madness.  We've discussed it a few times at length, and it's currently in the "someday" pile.  I have heard rumor that the game system is extremely easy to mod, but since I don't want to be the guy that ruins the compatibility of your food rotting mod, I'm declining to comment officially.

Also there was a new blog post today!  And I have had absolutely no time to spend here right now and i feel bad, i miss the low ceilings and abundance of mushroom beer.

Edit: the link: http://www.gaslampgames.com/2014/07/02/technical-status-update-a-young-lads-message/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on July 02, 2014, 05:59:59 pm
Shame you can't stay longer, we could have chat lazily over the lava pit about how the new version comes out next week.

Victory Garden?  ... Isn't that Vector and Solifuge?  You have them doing UI work?  Tell us more!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on July 02, 2014, 06:05:14 pm
Vicious pummeling!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 02, 2014, 07:53:30 pm
Victory gardens were home gardens that grew food to send off to soldiers. Vector/Soli and Gaslamp draw from the same well.

Also, I kinda liked the Pit of Gleebnothax...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: n9103 on July 02, 2014, 09:06:45 pm
Victory gardens were intended to reduce citizens' use of rationed goods back in WW 1/2. (https://en.wikipedia.org/wiki/Victory_garden)

On a side note, there's little a typical person over here could do to get anything grown in those gardens into the hands of a soldier off in war back then.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 03, 2014, 07:18:39 am
Simulation me wants to do this.  Project management me thinks this way lies madness.  We've discussed it a few times at length, and it's currently in the "someday" pile.  I have heard rumor that the game system is extremely easy to mod, but since I don't want to be the guy that ruins the compatibility of your food rotting mod, I'm declining to comment officially.

Also there was a new blog post today!  And I have had absolutely no time to spend here right now and i feel bad, i miss the low ceilings and abundance of mushroom beer.

Edit: the link: http://www.gaslampgames.com/2014/07/02/technical-status-update-a-young-lads-message/

Beware gifts of levers...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Xinvoker on July 03, 2014, 02:35:42 pm
What is the target date for early access? This summer or not this summer?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 03, 2014, 02:49:43 pm
Still this summer.  Very much this summer. 

We were waiting until we hit that exponential rate of content submission, and we're there.  We've got a good roadmap for where we're going, and we finally have a great technology base to be able to take advantage of early access player input. 

At this point, we're just making sure that the initial content is deep enough, and the gameplay is smooth enough, that you'll feel like you bought a real game that you can play and have a good time with as soon as you buy it, in addition to the early access benefits of helping us test, suggest, and vote on features.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Mictlantecuhtli on July 03, 2014, 02:50:17 pm
At this point, we're just making sure that the initial content is deep enough, and the gameplay is smooth enough, that you'll feel like you bought a real game that you can play and have a good time with as soon as you buy it, in addition to the early access benefits of helping us test, suggest, and vote on features.

I love you.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Xinvoker on July 03, 2014, 02:55:13 pm
That's great to hear. Both parts.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 03, 2014, 02:57:35 pm
I'm just hoping we succeed at that in as many peoples' eyes as we can!  It's hard not to over-promise when you're really excited about a game you're making :D

We've started adding changelogs to the blog posts as proof that we can and will provide constant, substantive additions and balances to the game once early access is out, so even for the people who buy the game and are disappointed in the current status (which we'll do our best to explicitly outline), they'll know that we're working very hard on it, and they can point us at the parts of our roadmap that they want to see first.

(Edit: clarity)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 03, 2014, 05:14:29 pm
If the game turns out to be as easy to mod as it has been implied, I think that will also help with those who are less than satisfied with the initial state of things. Nothing like a group of Madboys/Madgirls creating engines of despair mods to help keep the common worker enslaved enthralled.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 03, 2014, 05:25:13 pm
Well, the art team is now writing code for the game, which is usually a good sign for the state of such things.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 03, 2014, 06:59:54 pm
Well, the art team is now writing code for the game, which is usually a good sign for the state of such things.
This statement fills me with both glee and a sense of creeping doom. I'd be concerned as to the sanity of your art team if I wasn't fairly sure they didn't have any left to lose. (I have SEEN the Forbidden Geometries of the Vorpal Axe and the Chicken of Madness and they cannot be Unseen. To have taken part in the creation of such Things from Beyond... my frontal lobes quiver at the mere thought of what that must Do to a mind.)

Seriously though, that level of accessibility is a very good sign indeed. 
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 03, 2014, 08:19:45 pm
Mod support is something that I absolutely, 115%, more-than-yes, very much like and am thrilled to hear you've put it in.

If I may humbly suggest one thing, it's that you give a quick push to being able to reskin/modify both the GUI and menu/'other' screens and elements (such as splash, settings, icons and so forth) in an easy enough manner. There are countless mods that I've played across various games which have really done great work in creating an alternative atmosphere 'in game', but that immersion is quickly broken when the menus look all 1940's when you're supposed to be in the late 3400's.

Just a thought!

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 04, 2014, 01:04:23 am
That may already exist.  Unofficially.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on July 04, 2014, 04:57:37 am
On the same vein, what options do you have available for hotkey configuration?

I expect this game to be large mouse-driven, but if you have any hotkeys at all (and especially if you have deep trees for accessing build constructions), please allow them to be rebound at the player's preference. You wouldn't necessarily have to go DF-level with everything bound to a key (well, DF's is keyboard-driven so it has to have everything) and everything allowing an unlimited number of hotkeys (although I have a hard time understanding why a limited number of keybinds per key would be easier than an unlimited number), but at least allow more than 2 keys per command.

This is likely something that can go in when you either have time or at the end of a polish phase before official release, but I wanted to get your thoughts on the matter.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 04, 2014, 09:00:41 am
On the same vein, what options do you have available for hotkey configuration?

I expect this game to be large mouse-driven, but if you have any hotkeys at all (and especially if you have deep trees for accessing build constructions), please allow them to be rebound at the player's preference. You wouldn't necessarily have to go DF-level with everything bound to a key (well, DF's is keyboard-driven so it has to have everything) and everything allowing an unlimited number of hotkeys (although I have a hard time understanding why a limited number of keybinds per key would be easier than an unlimited number), but at least allow more than 2 keys per command.

This is likely something that can go in when you either have time or at the end of a polish phase before official release, but I wanted to get your thoughts on the matter.
Given the amount of flack Starbound kept getting for not having the option to rebind keys at it's EA launch, it might be wise to put a fairly high priority on keybinds being in at the start.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 04, 2014, 09:27:01 am
That may already exist.  Unofficially.

I am unofficially excited by that!!

Quote
keybindings
I'd agree that reconfigging them is rather necessary from both an ease of access point of view and also for people with disabilities.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 04, 2014, 10:24:55 am
Good point on the key bindings!  Shouldn't be terribly hard to get that in.... *jots down a note*

As you supposed, most of the control is handled with the mouse, so the options will be pretty sparse at the start and we'll add them as we go.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: HideousBeing on July 04, 2014, 03:31:58 pm
So when can we expect to hand you guys all of our money? I don't want to have both DF2014 AND Clockwork Empires at the same time... I'd never finish college.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 04, 2014, 04:03:09 pm
The DF update is due, what, any day now?  We'll give you some warning, but you may be doomed.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 04, 2014, 04:20:19 pm
Solid deadlines are the development devil, anyway. Summer is a good ballpark. Not telling which summer is a much better one.

Incidentally, I can guarantee the game will be out by some Tuesday. Some Tuesday is the best ETA.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Dienes on July 04, 2014, 07:52:07 pm
If the game turns out to be as easy to mod as it has been implied, I think that will also help with those who are less than satisfied with the initial state of things. Nothing like a group of Madboys/Madgirls creating engines of despair mods to help keep the common worker enslaved enthralled.

I don't know what's been implied about modding CE but there is this tweet (https://twitter.com/MOOMANiBE/status/484405616085958656).
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Propman on July 08, 2014, 11:21:21 pm
Considering the span of time the game takes place in, would it not be inconceivable for the game to eventually reach some sort of diesely-early 20th century with giant robots powered by demonic energies, built with the intent of reducing labour needs rampaging through the lands?

Would giant robots with the capability of destroying buildings be something moddable?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: alway on July 09, 2014, 01:52:45 am
Considering the span of time the game takes place in, would it not be inconceivable for the game to eventually reach some sort of diesely-early 20th century with giant robots powered by demonic energies, built with the intent of reducing labour needs rampaging through the lands?

Would giant robots with the capability of destroying buildings be something moddable?
Things on tracks (in other words, train-like things) would be easy enough for that sort of tech... Free-roaming robots, particularly on natural terrain, requires much more work. By their very nature, such things would be VERY* heavy, and thus prone to sinking into the ground or getting stuck in a pit if conditions are anything less than ideal. I would say you would probably be better off keeping such things at least on solid ground able to support their bulk. Rails or tracks of some sort would have the strongest historical precedent; before self-propelled trains, they saw use similar to Dwarf Fortress minecart tracks for wagons and other large loads, and their use goes back thousands of years. And if the vehicle's necessary weight requires sturdy ground to be constructed and leveled, tracks are probably easier anyway and removes the need for ever-finicky steering devices. So giant robots would largely only make sense if confined to some form of rails or tracks.

*Bronze, brass and copper have densities around 8-9g/cm^3; which means a single cubic meter of the stuff is 8500 kg. The biggest advantage modern robots have over steampunk robots, aside from the ability for them to have easily created control software, is weight. More modern materials and alloys, like plastics and aluminums, are more like 1-2g/cm^3. Taking into account additional structural needs due to this added weight in combination with more bulky fuel, power, and control systems: you're looking at really heavy robots. Anything short of durable rails or a meter of poured concrete, and I suspect you would find you're halfway underground.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Leyic on July 09, 2014, 03:49:03 am
Why bother with demonic energies? Instead, domesticate and miniaturize the obelisk monsters, teach them to eat only cabbage, and replace the obelisks with the steam, gas, fishperson oil, or nightmare powered machinery of your choice. Now your colony's basic labor needs are provided by tiny steampunk cuthuloid Evas. Nothing could possibly go wrong.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Niveras on July 09, 2014, 04:35:38 am
Well, Gainax Endings are rather difficult to quantify as "wrong" or "right" or "sensible." In this respect, it would be right up CE's alley.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 09, 2014, 07:00:22 am
Anything short of durable rails or a meter of poured concrete, and I suspect you would find you're halfway underground.
Giant mole bot.

Also steampunk Shai-Hulud. Especially steampunk Shai-Hulud. The tea must flow.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on July 09, 2014, 02:04:26 pm
Hah, to have a noble become a local religious deity.  You think they could get away with Atreides or Harkonnen as a surname?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on July 09, 2014, 04:23:31 pm
We have angered the blog gods.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 09, 2014, 05:03:48 pm
Written!  It has a bunch of stuff in it!

https://www.gaslampgames.com/2014/07/09/the-state-of-the-empire-summer-2014/

Doesn't dieselpunk require actual fossil fuels?  I don't know if eldritch energy counts, but... i mean, it's kind of similar now that i think about it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Karkov on July 09, 2014, 05:30:41 pm
Well apparently at least one of your tags has been used multiple times now. :P

The "Daniel seriously used the word "polygenic phenotypes" when discussing military squad behaviour" has seen the light of day once more!

Also, I assume someone from our group compared the fishpeople to goblins, I can't imagine anyone else doing that readily.

EDIT:  Okay, now I really want to know what the FRONTIER JUSTICE button does.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 09, 2014, 05:48:14 pm
Really great to see that you've put a roadmap of sorts with your early access. There's nothing I hate more than the perpetual early access/beta that so many games are stuck in (DF excluded, as it's free).

However, one thing I would suggest is a really short (rough) list of what needs to be done to reach feature completion. I know you've kinda done that, but a sort of bullet point list would be good for clarity. Obviously it wouldn't need to be set in stone, but a quick round up on your store page would help people who are glancing at it to see how much it'll change from what it is now to the finished product.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 09, 2014, 06:23:39 pm
There are plans!  I'm so sorry that we duplicated a tag :(  It wasn't me!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 09, 2014, 08:19:00 pm
I do hope there's an archive of the more amusing bugs from this era for people to peruse after the public release. I've grown quite fond of some buildings' tormented geometries.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 09, 2014, 09:01:21 pm
We'll release them leather-bound with sketches.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Willfor on July 09, 2014, 11:59:40 pm
We'll release them leather-bound with sketches.
Do we want to know what ... kind of leather it's bound in?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 10, 2014, 12:10:39 am
The most luxurious marbled softshell sea turtle leather an endangered species can produce.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 10, 2014, 01:23:28 am
Anything short of durable rails or a meter of poured concrete, and I suspect you would find you're halfway underground.
Giant mole bot.

Also steampunk Shai-Hulud. Especially steampunk Shai-Hulud. The tea must flow.

Hmmm

A giant steampunk digglebot.

Daniel, this must happen.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 10, 2014, 06:02:39 am

A giant steampunk digglebot.

Daniel, this must happen.

It is inevitable.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on July 10, 2014, 08:28:39 am

A giant steampunk digglebot.

Daniel, this must happen.

It is inevitable.
It is terrifying.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 10, 2014, 11:42:48 am
Anything short of durable rails or a meter of poured concrete, and I suspect you would find you're halfway underground.
Giant mole bot.

Also steampunk Shai-Hulud. Especially steampunk Shai-Hulud. The tea must flow.

Hmmm

A giant steampunk digglebot.

Daniel, this must happen.
Beware the cult of the diggle that live as free men out in the dessert.  You can identify them because the odd spice they use for their tea disrupts the normal flow of humors resulting in a gait that is completely without rhythm. (They claim it helps them avoid their great diggle gods who live below the sand but that's so clearly nonsense I'm not sure why I even bothered to record it.)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 10, 2014, 03:55:42 pm
So, like, a huge mechanical worm with an augur nose that can see the past and future with perfect clarity?

Sounds boring.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 10, 2014, 04:02:09 pm
Perfect clarity but always and hilariously wrong. Pancakes for breakfast? Actually fishpeople. Fishpeople attack on tuesday? Actually giant mutant pancakes. Stuff like that.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 10, 2014, 06:56:13 pm
Oh come on!  That pun was so good i expected to put my sunglasses on and walk away from the explosion!
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: aristabulus on July 10, 2014, 07:07:54 pm
Chai-Hulud.  *drops mic*

^_______^
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 10, 2014, 07:35:07 pm
Oh come on!  That pun was so good i expected to put my sunglasses on and walk away from the explosion!
I guess you could say I...

... undermined your pun.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 10, 2014, 09:20:02 pm
Oh come on!  That pun was so good i expected to put my sunglasses on and walk away from the explosion!
I guess you could say I...

... undermined your pun.

Well that wasn't very gneiss.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 10, 2014, 09:29:36 pm
Well that wasn't very gneiss.
Don't take him for granite.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Frumple on July 10, 2014, 11:41:11 pm
And a swift deflection from mining to rocks. Well played.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 11, 2014, 04:15:14 am
And a swift deflection from mining to rocks. Well played.

Ah, so now we are schisting the topic of conversation, of quartz.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 14, 2014, 11:36:29 am
Wow, did I kill the thread with those terrible rock puns?

 :o
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farce on July 14, 2014, 11:44:38 am
Man

I'm glad I came to check this thread today.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 15, 2014, 06:14:55 pm
We all ruined it, but then, it is the dream of every forum thread to end in puns instead of other ways.

Blog post tomorrow.  So much work to do...
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: HideousBeing on July 16, 2014, 01:22:05 am
Oh come on!  That pun was so good i expected to put my sunglasses on and walk away from the explosion!

Awwwww yeah 8)

I also second the idea of hilariously wrong, but near-perfect clarity.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Isdar on July 16, 2014, 09:39:35 am
You can apparently buy CE on its website now, no blog post about it tough.
http://clockworkempires.com/
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 16, 2014, 09:59:52 am
You can apparently buy CE on its website now, no blog post about it tough.
http://clockworkempires.com/
TF cancels work.
TF is throwing a party at *Menacing wood desk*.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 16, 2014, 10:01:04 am
Heh. Well this will be interesting.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 10:01:26 am
We'll put up a blog post about it at 10, I'd hold off til then
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: tryrar on July 16, 2014, 10:38:50 am
Requirements suggest an i5 or equivilant. I have an i3. Does that mean I shouldn't bother?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on July 16, 2014, 11:24:13 am
That scrollometer thingy is brilliant.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: MrStyx on July 16, 2014, 11:57:52 am
Perhaps I'm slow today, where can you buy it?  Their website just tells me that it will be available shortly.

And that's not shortly enough.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 12:23:35 pm
New blog post talking about what the hell is going on!

https://www.gaslampgames.com/2014/07/16/clockwork-empires-earliest-access/

The purchase widget is set up here:

http://clockworkempires.com/

(if you don't see it, you might need to clear your cache.)

Lots of content on the site about what "Earliest Access" is, and why you might or might not want to get in right now.  I am actually at a computer now and have had coffee!  So if you have questions I can answer them.

The i3 will probably *run*, but it'll be slow, and I wouldn't recommend it.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on July 16, 2014, 12:29:46 pm
What is the best way to make Friday come sooner?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 12:35:02 pm
Escape the gravitational well of the earth for a while
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 16, 2014, 12:48:14 pm
While I normally absolutely hate early access (and especially earlier access) I love and trust Gaslamp Studios so much that I'm squealing with delight.

I'm still probably going to hold off till actual early access, just as I have way too much 'life stuff' (ahahahaa...ha.) to do. Could someone post an objective post of what it's like when they get on the Earliest Better? NOT YOU CITIZEN DANIEL, NOT YOU.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 01:08:56 pm
(quietly registers new account)
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 01:41:58 pm
For those of you who are interested in where we are exactly, we wrote you a small novel.

http://clockworkempires.com/development.html
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Retropunch on July 16, 2014, 02:01:39 pm
Thanks for that awesome Development Plan it's as clear and concise as could ever be wished for, and informative too! I really wish more early access games would have that sort of thing.

Not sure if it's been mentioned but somewhere down the line would it be possible for character memories to help (or hinder) the characters in specific tasks? For instance previously fighting off fishpeople might assist the character in fighting them the next time, or seeing other characters killed by minor horrors previously might hinder them from being effective next time.

This could all be a bit random in terms of if they got good or bad memories, but I think it would add a really interesting layer of strategy by being able to do things like create things like specialised fishpeople extermination squads or horror-fighters. It'd also add some permanent change over time to your colony which is always nice.

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 02:05:48 pm
Very, very possible.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: The_Fool76 on July 16, 2014, 02:12:07 pm
So... this is a hardware and basic systems test so that when you hit Steam's E.A. it will (hopefully) run on everyone's machines without actively summoning elder beings to their hard drives?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 02:20:36 pm
Basically, yep.  We'll be adding content from now til then too.  Some usability improvements we think will benefit Steam Early Access people, a bit more structure to give players an idea of what to do when they start, and i'm hoping to write in some more cult stuff for that version.  People who get in on Earliest Access will get all that too, it'll just come in slowly from now til then.  Along with hardware compatibility improvements.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Darkmere on July 16, 2014, 02:34:43 pm
Could someone post an objective post of what it's like when they get on the Earliest Better?

For what it's worth, I'll be able to clarify some stuff once the game drops and my diggle-enforced NDA is mostly lifted.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 02:43:48 pm
I have since changed my desktop background to a lovely picture of Thailand since I fear i will never again see the sun.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on July 16, 2014, 02:50:19 pm
Bit of a random question, but will there be colony locations a significant distance from the ocean (and maybe even rivers/lakes etc), and if so will we have to deal with more difficult imports/exports and migration?
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 03:07:29 pm
Yes, but not to start.  As I think i wrote in the status page, the random terrain generation is currently locked on "lowlands with some highlands and some sea".  We're going to be blowing this out a lot, but it's not our immediate focus.
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 16, 2014, 03:12:53 pm
"Steam Early Access will be the final stage of evolution before the game explodes out of its cocoon."

You had an opportunity to meme chestbursters and didn't.  :'(

Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Citizen Daniel on July 16, 2014, 03:16:42 pm
Too easy
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: Farmerbob on July 16, 2014, 03:31:49 pm
Too easy

Low hanging fruit has it's place too!  I just poked at some over on that other forum.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 16, 2014, 03:37:00 pm
I've done one update pass on the OP with links and things. I'd like some selling points to list and whatnot, if you guys have any ideas. I'm not that great at OP's but I'll try for some images as soon as I get some I know I can post (which don't actually include any that I have right now).
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Shakerag on July 16, 2014, 04:02:04 pm
Huh.  Well this was unexpected.

Will there be any special merit badges or other indicators of those who came aboard in Earliest Access, or is this really and truly just a "get in there and find our bugs earlier" thing?
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 16, 2014, 04:11:22 pm
One of the benefits to us is definitely that having more people test our game will yield a more stable game for everyone.  That's totally true.

We hear pretty regularly from people who want to be able to buy the game early to participate in this stage of development.  Our challenge was to try to find a way to make those people happy while benefiting from their efforts, at the same time as we made sure that people who were not interested in this knew what was going on and could very clearly see that this was not for them.

We don't have any plans for an achievement for earliest access testing.  Motivating people to participate in this process with rewards that aren't the process itself starts to interfere with the stated plan of trying to make sure that only people who WANT to be in right now are in right now.

If this doesn't seem like something you want to do, I totally get that.  You should probably wait.  But if you want to play it now, and you're willing to deal with some issues, that sounds awesome.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: EnigmaticHat on July 16, 2014, 04:18:20 pm
Squid-urchins makes me think of adorable street urchins who are also anthropomorphic squids.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Karkov on July 16, 2014, 04:58:56 pm
Did not realize that Early Access was going to be able to be bought today (and played on Friday).  Well I know what I'm doing when I get home.

For some reason, Enigma, that reminds me of the units from Final Fantasy Tactics, the squid-like humanoids.  Except tiny and begging you for cash.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Shakerag on July 16, 2014, 05:04:17 pm
We don't have any plans for an achievement for earliest access testing.  Motivating people to participate in this process with rewards that aren't the process itself starts to interfere with the stated plan of trying to make sure that only people who WANT to be in right now are in right now.

If this doesn't seem like something you want to do, I totally get that.  You should probably wait.  But if you want to play it now, and you're willing to deal with some issues, that sounds awesome.
That first paragraph makes a lot of sense, and kudos to you for not pandering to the achievement crowd. 

I do really want to help out with the testing/development but I'm a little tight on time and money right now.  New tires/brakes and dental work all in the same month  -_-  I guess I'll have to see how things go this week/month.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Lithare on July 16, 2014, 05:18:49 pm
I'm in.  Can you write me an excuse for work on Friday?
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 16, 2014, 05:26:22 pm
Dear Lithare's boss,

Lithare is not in today because the empire needs help expanding into the frontier, and we are in need of directions for which crops to grow and which people are the weakest links.  You'll be glad you did this when glorious commendations are showered upon you by the increase in prestige of the empire.

Or, if Lithare totally fucks it up, we'll all blame you.

Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: HideousBeing on July 16, 2014, 06:51:52 pm
I will happily break your game in all sorts of fun ways -- it is after all heavily inspired by my favorite half-broken game of all time. Consider me signed up.

Edit: Also a warning to who it concerns that I will nag the appropriate person(s) for Linux support when the time comes. For now I totally understand the lack since there's really no point until everything else is pretty much done and will run it on the copy of windows that I still keep around for shovelknight and such.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: dennislp3 on July 16, 2014, 07:09:05 pm
Finally! I have been waiting for this...silently...but waiting no less...
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 16, 2014, 07:18:11 pm
There is a Linux build, and it compiles, and it's not a separate chunk of code, I think most of the issues with it at present are graphical, but i'm not sure.  We're still committed to it. 
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: HideousBeing on July 16, 2014, 07:26:29 pm
There is a Linux build, and it compiles, and it's not a separate chunk of code, I think most of the issues with it at present are graphical, but i'm not sure.  We're still committed to it.

I figured as much given Nicholas's background (Loki would have been a sweet gig at 16... Or now if it was still around and making money; pretty sure one guy does 95% of the ports these days). But I'm still holding you to it out of principle :p.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 16, 2014, 07:31:39 pm
Well, I'm pretty sure our demands of SDL have led to new features implemented by icculus over the last 12 months, so we're already helping!  Yessss!  Good call though, make sure we don't forget :)
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Lithare on July 16, 2014, 08:11:03 pm
Thank you, that should be sufficient.  Especially the last part.  No one likes to be blamed for failures.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: HideousBeing on July 16, 2014, 08:38:02 pm
Well, I'm pretty sure our demands of SDL have led to new features implemented by icculus over the last 12 months, so we're already helping!  Yessss!  Good call though, make sure we don't forget :)

Yeah, that's his name! Did I mention you guys are awesome? Some serious love happening right now.

EDIT: Deleted... off-topic / moved
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Propman on July 16, 2014, 11:32:26 pm
Plans for military vehicles you say? These news fills my heart with great joy and happiness! Here, have a picture of an obscure Mexican landship from the Great War!

(http://files.activeboard.com/1554779?AWSAccessKeyId=1XXJBWHKN0QBQS6TGPG2&Expires=1406764800&Signature=c5Q21nmoLcMKflDE0r4f6MtyUKU%3D)
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 11:04:21 am
That is a ridiculous, amazing vehicle.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 11:06:51 am
Added the first small piece of actual occult behavior yesterday, testing it today.  Sufficiently mad characters who are members of cults will now perform rituals to become fish people.  Might add some warning signs so players can react before it's too late...
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: dennislp3 on July 17, 2014, 11:21:04 am
sweet...will you ever expand the occult/magic stuff to be able to be beneficially harnessed by the player in any way? or is it purely a bad/challenge aspect?
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Culise on July 17, 2014, 11:35:23 am
Plans for military vehicles you say? These news fills my heart with great joy and happiness! Here, have a picture of an obscure Mexican landship from the Great War!

(http://files.activeboard.com/1554779?AWSAccessKeyId=1XXJBWHKN0QBQS6TGPG2&Expires=1406764800&Signature=c5Q21nmoLcMKflDE0r4f6MtyUKU%3D)
That's beautiful; it looks like it took a lot of inspiration from the contemporary British Marks.  I thus respond with this fine example from Russia Novyrus, the Tsar Tank.

Spoiler (click to show/hide)

((And now, however belatedly, am watching this thread as well. ^_^))
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 11:43:24 am
It's very much still the plan to have cult behavior be potentially rewarding, essentially increasing the overall risk and benefit to the player. 

At the moment, they're a good opportunity to build out the core gameplay loops.  As of this point, they're food production, a loose sense of military supply and management (making guns etc), and needing to keep the characters happy (currently through beer).  This falls into the latter currently, but we won't stop there.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: dennislp3 on July 17, 2014, 11:46:26 am
Can't wait til tomorrow! Already bought my early access...and I am excited to play your game...hopefully it works for at least an hour before the bugs take it over :P
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: inteuniso on July 17, 2014, 11:48:19 am
Is it cool to put up LPs of the earliest access? Haven't purchased yet, probably will as soon as I secure funds.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 11:56:47 am
It would be kind of ridiculous for us to tell you that you couldn't.  Yes of course you can.  We're working to increase the variability of the events in the game currently, but there's already some interesting stuff going on. 

Some basic LP functionality still needs a bit of work.  Characters can't be renamed yet for example
Title: Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
Post by: lordcooper on July 17, 2014, 03:55:15 pm
Yes, but not to start.  As I think i wrote in the status page, the random terrain generation is currently locked on "lowlands with some highlands and some sea".  We're going to be blowing this out a lot, but it's not our immediate focus.

Glad to hear it'll be coming at some point :)

Is there an approximate time that we'll be able to get our hands on the game?

E: And how do you prefer to receive bug reports?
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 04:23:08 pm
We just posted about this on the blog :)

https://www.gaslampgames.com/2014/07/17/clockwork-empires-earliest-access-faq/
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Kaje on July 17, 2014, 04:25:07 pm
I'm not sure if you're able to, but could you give me a run down of exactly what we'll be able to do in the game as of tomorrow?

I definitely want to pick it up, but not sure if it's worth waiting another couple of months. If there's some level of playability, though, I'll throw money your way!
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 17, 2014, 04:31:50 pm
If you're really unsure, wait a day or two and see, I think. They won't run out of copies and I'm sure there's at least a couple people here who can't wait to dive in and talk about it. I'll be posting... something... as soon as I'm able post-access launch.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 17, 2014, 04:43:10 pm
We talked about it in the blog post last week here:

https://www.gaslampgames.com/2014/07/09/the-state-of-the-empire-summer-2014/

(there's a summary at the bottom)

We have no known crash bugs right now that aren't *extremely* pathological (aka you have to do something extremely weird to cause them)

I've added just a little bit of cult stuff since then.

Our save game system is largely in flux at the moment and IF it ships for Friday it'll have a big "WARNING" on it.  (We are in the process of reducing its memory footprint which is prohibitively large.)

The UI take some getting used to, and can be initially a little frustrating (we're going to focus on that after we resolve any big issues that come up tomorrow), but I'm sure our forums (or these ones) will be able to help with questions about that. 

Other than that, you should be able to make a nice little town that grows its own food, makes some stuff, and has people that can go mad, eat each other, summon fish people, and shoot monsters and animals and each other.

The OP changed yesterday I think to include our roadmap.  That has a lot more detail on what the status is exactly.  You can find it here:

http://clockworkempires.com/development.html
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Karkov on July 17, 2014, 04:56:05 pm
The UI take some getting used to, and can be initially a little frustrating (we're going to focus on that after we resolve any big issues that come up tomorrow), but I'm sure our forums (or these ones) will be able to help with questions about that. 

I don't think that will be too much of a problem for the people of this forum. :P  We sort of have a history of strange and Eldritch UI interaction.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 17, 2014, 05:47:40 pm
I think I can safely say the UI is not DF levels of wtf.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: lordcooper on July 17, 2014, 05:48:41 pm
I think I can safely say the UI is not DF levels of wtf.

omg nda breach
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Isdar on July 17, 2014, 05:50:12 pm
I think I can safely say the UI is not DF levels of wtf.

omg nda breach
get the daniel man
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 17, 2014, 05:54:43 pm
Crap! I can hear the trained attack diggles coming for me as we speak.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: HideousBeing on July 17, 2014, 08:13:38 pm
Crap! I can hear the trained attack diggles coming for me as we speak.

The fishpeople are charging in on their trained diggle war-mounts.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 18, 2014, 12:24:49 am
Doesn't look like we'll have savegames for tomorrow.  Damn.  been pushing for that really hard the last week but it's not quite ready.  SOON (tm) THOUGH
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Kaje on July 18, 2014, 04:47:23 am
I was all about to set aside some cash until the savegame thing - I'll give it a week or two and then dive in, but this is DEFINITELY a purchase at some point.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Retropunch on July 18, 2014, 05:20:53 am
Doesn't look like we'll have savegames for tomorrow.  Damn.  been pushing for that really hard the last week but it's not quite ready.  SOON (tm) THOUGH

You're not doing it right.

You're supposed to say: For a limited time only...CLOCKWORK EMPIRES - XTREME ROGUELIKE DLC!!!

Hate saves!? US TOO! Now, for the low, low price of 9.99 you can have the always online experience COMPLETELY FREE FROM THAT HORRIBLE SAVING YOU'VE ALWAYS HATED!!!!


Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: n9103 on July 18, 2014, 06:16:21 am
Doesn't look like we'll have savegames for tomorrow.  Damn.  been pushing for that really hard the last week but it's not quite ready.  SOON (tm) THOUGH

You're not doing it right.

You're supposed to say: For a limited time only...CLOCKWORK EMPIRES - XTREME ROGUELIKE DLC!!!

Hate saves!? US TOO! Now, for the low, low price of 9.99 you can have the always online experience COMPLETELY FREE FROM THAT HORRIBLE SAVING YOU'VE ALWAYS HATED!!!!
And proceed to lose half of Bay12's interested people. :p
He did reference Valvetime though, so it's all good.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: The_Fool76 on July 18, 2014, 08:38:31 am
Doesn't look like we'll have savegames for tomorrow.  Damn.  been pushing for that really hard the last week but it's not quite ready.  SOON (tm) THOUGH
Serialization, the bane of coders everywhere. Oh well, I probably should be packing rather than playing so this news probably just saved me from sleeping on the couch. (Maybe if we get the packing done early... )
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 18, 2014, 09:36:59 am
A freshly minted FAQ is available here. (https://community.gaslampgames.com/threads/earliest-access-faq-builds-going-up-at-10am-pst.8453/) TL;DR: Somewhere near 10 AM PDT (oh god its happening).

I won't be around at that very instant, sadly, but I'm going to put up some anti-frustration notes shortly thereafter, with links to them in the OP.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: lordcooper on July 18, 2014, 10:51:21 am
f5 f5 f5 f5 f5
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: The_Fool76 on July 18, 2014, 11:00:58 am
f5 f5 f5 f5 f5
It's only 10 MDT, you have another hour still.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: lordcooper on July 18, 2014, 11:03:36 am
f5 f5 f5 f5 f5
It's only 10 MDT, you have another hour still.

It might come early!

f5 f5 f5 f5
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 18, 2014, 11:04:55 am
Finishing my coffee, heading to the office!
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: lordcooper on July 18, 2014, 11:07:34 am
Finishing my coffee, heading to the office!

http://youtu.be/6b9ci_z4v7M?t=3m14s
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: lordcooper on July 18, 2014, 12:05:55 pm
It's up :)
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Kaje on July 18, 2014, 12:46:45 pm
Not on my Steam it isn't. :(
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Teneb on July 18, 2014, 12:49:38 pm
Not on my Steam it isn't. :(
Yeah, it's not there yet.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Citizen Daniel on July 18, 2014, 12:50:52 pm
When you bought it you should have gotten a URL from humble.  If you go to that, it should let you assign your key to your steam account.  If you did THAT and you can't see it on steam, let me know... that'd probably be a weird steam problem.
Title: Re: Clockwork Empires - **Earliest access! Hide your squid-urchins! **
Post by: Darkmere on July 18, 2014, 01:09:14 pm
Alright folks, here's your ultra-basic key binding list, a quick buildings tutorial, and spoilered "how to feed" guide.

Controls Listing

WASD – pans the viewport window
Space – pause,unpause
Ctrl + g – take a screenshot
   (screenshots are saved in steam/steamapps/common/clockwork empires/shots)
Esc – clears menus in reverse order but does not bring up the game menu or pause/unpause the game.

Mouse scroll and +/- keys - zoooom
Mouse right click – center view on clicked location
Mouse middle click – rotate camera

x – toggles rendering in "normal map mode" or some such sorcery. It's not very useful to players but a debug thing in there for coding wizards. I'm listing it in case someone presses it by accident, no the game didn't implode. At least not from that.

Interacting with things is almost entirely done with the mouse. If you want to do (action) to (object), clicking on it is likely how that's accomplished unless it's a workshop job. Want to chop wood? Click tree. Want to cook cabbage? Click kitchen.

Also of note: stockpiles are very under-done and don't do awfully much right now. You can safely avoid making them if you so choose and use that labor for more productive things like deforestation.

How to Buildings

Building placement is a strange process...

Phase 1) Selecting the building you want brings up a grid overlay on the terrain. The first step is to click and drag the floor's footprint. Note that the click selection picks the closest VERTEX on the grid, instead of the TILE your cursor is on. You must designate a full contiguous square (though you can add on to it by placing more squares), and right-clicking in this mode does not erase the floorplan, yet. When you finish this and have whatever arcane geometric floorplan you want, click the "Done" button at the bottom right. I know, weird, right?

Phase 2) Add the appropriate modules. For example, a kitchen requires a door, worktable, and at least one stove. Doors are self-explanatory. The stove is a partially external module, so it must be placed on an outside wall with buildable space behind it. The green dot is the "access point" of the module; someone must be able to stand there to use it, so don't block it. Worktables are internal but work the same way as the stove more or less, just make sure one green dot is walkable. Once you've placed the necessary modules and prettied it up with whatever deco you want, click "Done" again and the foundation of the building should poof in, while plebians start dragging materials to the site.

Note that sometimes you can build buildings without critical modules (like doors) and sometimes you won't be able to renovate and add them in. This can trap people in buildings with no doors... not that I've done that. Ahem.

How to Not Starve

I recommend fumbling through it once on your own just to see some Fun Stuff should you fail to feed colonists. That said, here's what works for me:

Spoiler: We Must Feed (click to show/hide)

Important Tester Stuff and Locations:

The important files you need to bug report are console.txt, replays, and .dmp files.
If one of these is requested somewhere:

Console.txt is found in Documents/Gaslamp Games/Clockwork Empires. This file gets quite large, but compresses well, so be sure to .zip or .7z before you upload. This file is generated per game launch so back it up before re-launching if you get a crash or Fun Error Things.

.dmp files are also found in Documents/Gaslamp Games/CLockwork Empires. Crashing *should* give you a dialog that generates one of these. If this fails to happen, please note that in the report whenever a proper reporting location is established.

Replays are found in Documents/Gaslamp Games/Clockwork Empires/save

Final Note on New Games
Quitting to menu is a bit buggy, so if you need to do so, you should also restart the game to ensure a Clean and Safe Testing Environment.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Goron on July 18, 2014, 01:26:56 pm
Anyone get it to run on Mac?
I do not have access to my real computer at the moment, so installed it on a macbook pro;
I get a small window titled Her Majesty Demands a Configuration Be Selected but it is just an empty black window of nothing.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 18, 2014, 01:28:11 pm
(answer redacted in favor of a better answer)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 18, 2014, 01:30:01 pm
There isn't a working mac version.  I mean, it exists, but we weren't planning on making it available on steam (which was a mistake). 

We WILL have one, but not for "Earliest" access.  If you are willing to wait it out, we'll get there.  If not, that's totally understandable, you should be able to request a refund from Humble.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Goron on July 18, 2014, 01:35:18 pm
There isn't a working mac version.  I mean, it exists, but we weren't planning on making it available on steam (which was a mistake). 

We WILL have one, but not for "Earliest" access.  If you are willing to wait it out, we'll get there.  If not, that's totally understandable, you should be able to request a refund from Humble.
Haha, that explains it; I was surprised to see it in my Mac library and figured I'd give it a shot.
No biggie, I have next to zero desire to actually play on this computer and only tried because I could.
I'll just wait til I get home and can use my big boy PC  ;)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: hachnslay on July 18, 2014, 02:29:46 pm
... time to find out what my 32 character PayPal Pw was... 

(See first line of sig for details.)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Arcvasti on July 18, 2014, 02:36:38 pm
PTW
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: feralferret on July 18, 2014, 02:50:30 pm
I've only been able to play for about an hour today but it was very entertaining. I watched with horror and amusement as my colonists shot down a fish person and made him into fish steaks, which were promptly devoured raw by a starving soldier (still working on the whole hunger situation..). My colonists also seem to have a taste for exotic fish person caviar. :P

Is there currently a way to cancel muster or explore orders?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 18, 2014, 02:54:52 pm
Clicking on the little rally point arrow should let you cancel. If you can't click on a military rally point, try making another rally point and see if that lets you click and cancel the original one.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Mephisto on July 18, 2014, 06:05:10 pm
I started following GLG's Twitter after buying Dungeons of Dredmor years ago and have been hearing about Clockwork Empires ever since. It sounded amazing, but I was too lazy to pull up their site to actually read up on it.

Now that I've decided to check, it also looks amazing.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 19, 2014, 12:45:03 am
Ah, okay is anyone here EldritchPenguin from the gaslamp forums? I know we have the penguin thing but his solution to the early food problem was "get migrants -> execute them -> cannibalism!" and that's too damn dwarfy to be coincidence....
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Farmerbob on July 19, 2014, 03:58:44 am
Ah, okay is anyone here EldritchPenguin from the gaslamp forums? I know we have the penguin thing but his solution to the early food problem was "get migrants -> execute them -> cannibalism!" and that's too damn dwarfy to be coincidence....

If you poke around in the Gaslamp Games forums, Dwarf Fortress vets are common.  Dredmor is loaded with DF easter eggs.

It does not surprise me at all that there is some crossover  :)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Propman on July 19, 2014, 04:02:45 pm
Ah, okay is anyone here EldritchPenguin from the gaslamp forums? I know we have the penguin thing but his solution to the early food problem was "get migrants -> execute them -> cannibalism!" and that's too damn dwarfy to be coincidence....

If you poke around in the Gaslamp Games forums, Dwarf Fortress vets are common.  Dredmor is loaded with DF easter eggs.

It does not surprise me at all that there is some crossover  :)

If Daniel is any indication, the Gaslamp Games team are DF vets.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: TheDecline on July 19, 2014, 04:34:12 pm
Yay! Great game!

Looks awesome for such an early version, some points I've found playing so far, not bugs just things to avoid I guess.

1. Its possible to places buildings without any doors. ( my below pointer means its tough-luck once its placed )
2. Please make it so we can renovate lodgings.
3. The kitchen is a bit annoying on the micro management side, it should be you set a target amount of food that the cooks try to keep up.
4. Are crop seeds infinite ?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 19, 2014, 05:16:17 pm
1, 2: yep.

3: We've been talking about this over the weekend.  We have had plans about fixing this for a while, but it wasn't as apparent how important fixing this was until now.  The first piece of solving the workshop micro-management problem is most likely setting "standing orders" for X of whatever commodity you want: if you ever fall below 3 cabbage stew, queue more.  There are a few more potential issues that we'll start seeing with products that require more steps to produce, but we have some ideas for that as well.

4: Yes, for now.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 19, 2014, 05:45:50 pm
3: We've been talking about this over the weekend.  We have had plans about fixing this for a while, but it wasn't as apparent how important fixing this was until now.  The first piece of solving the workshop micro-management problem is most likely setting "standing orders" for X of whatever commodity you want: if you ever fall below 3 cabbage stew, queue more.  There are a few more potential issues that we'll start seeing with products that require more steps to produce, but we have some ideas for that as well.

Although I've not played it and so my views don't really count, I think standing orders is the best way around this problem for RTS games in general. Possibly keeping in the ability to just order a set amount would be useful as well for certain scenarios, but standing orders is a really, really good feature.

One thing I would just put in as well is that I hate it when games have different management systems for different production buildings. So things like where food production buildings have standing orders, but weapons can only be built one at a time. Even if there's not many occasions where you'd need a standing order of weapons (or whatever else), having different interfaces is annoying.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 19, 2014, 07:23:02 pm
Yes...consistency is key in any interface to work smoothly and properly and easing the end users experience in learning and using it in general.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Frumple on July 19, 2014, 07:50:11 pm
Having worked with quickbooks in the recent past, I can incredibly strongly confirm that. An inconsistent interface is quite possibly the fastest way to have your user base wanting to track you down and roast your descendants on a spit. Even if it takes a time machine and/or vat growing a few dozen to be cooked. Beta work gets a bit of a pass on that, but any finished product that violates that needs its programmer crew strung up, flayed, and dropped in a vat of acid. And then the vat kicked over a cliff and set on fire.

... hopefully that's not really something CE's interface programming folks need to be reminded of, though. They seem more competent than that. Mind you, a brain dead monkey riddled with syphilis and drowned in a pool of raw sewage is more competent than that, so I'm not sure where intuit found their programmers (perhaps they made puppets out of ground up monkeys of the sort mentioned and threw them randomly at a keyboard, I'unno), but the point stands.

I guess what I'm saying is don't be quickbooks, Clockwork Empires people. Take no programming methodology from that monstrosity. None.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 19, 2014, 08:23:28 pm
Quickbooks is THE DEVIL.

I certainly didn't want to insinuate that Gaslamp would do such a thing or needed to be reminded, I just know that I've seen it in RTS games before and it's always easy to overlook such things, especially if there isn't much of a practical reason why you'd need to make a standing order/whatever for some things. I'm sure this is especially tempting when you're trying to draw the line between an uncluttered interface and have tons going off on the screen.

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: SharpKris on July 20, 2014, 01:44:52 am
just bought the EA and i can't seem to run the game. the graphics are all twisted after i start a new game
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: TheDecline on July 20, 2014, 02:07:24 am

Thanks for the info Daniel !

I guess I was not the only douche to forget placing a door...yay...


just bought the EA and i can't seem to run the game. the graphics are all twisted after I start a new game

Those poor colonists!  :P


sounds like a graphics card issue but without more info on specs etc its hard to comment.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: alway on July 20, 2014, 02:29:17 am
Might be; might not be. Different graphics cards have different error handling/error results. And I've been seeing some rogue polygons flitting across the screen for a couple frames, once every 10 minutes or so. Could just be whatever the root cause of that is, but with different visual results. From the fun I've had with GPGPU, it can range from nothing, to simple slowdowns, to crashing, to display driver crashing, to display driver crashing + data corruption. :P
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 20, 2014, 02:45:05 am
just bought the EA and i can't seem to run the game. the graphics are all twisted after i start a new game

I highly recommend you head to our forum with this.  There have been some weird graphics problems, but substantially less than i was expecting.  This is basically the first test of this engine in the wild ever (beyond our 20 recruits).  Info about what is going on with you could be really helpful!

Sorry about the game tho, we'll sort you out one way or another.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Willfor on July 20, 2014, 03:19:07 am
Sorry about the game tho, we'll sort you out one way or another.
Two days later, SharpKris finds himself mysteriously exiting a boat, freshly arrived at a distant colony. The foreman along the shore greets him, "Thank you for defending the empire!"

SharpKris gasps as a musket is thrust into his hands, "But I ... I just wanted my graphics card issues resolved!"

"There will be no time for that with the fishpeople overrunning us!" He turns a little too slowly, and finds the charging brigade from the sea two cubits distant. He's arrived in time for one last desperate stand.

Evening finds him lying on the beach in the midst of his own broken teeth and a red tide rolling in. To the heavens he screams, "CURWSH WUUU DANEEOOOOOOOWWWWWWWWWWWWW!!!! CURWSH WUUU GASWAMP GAMSHSHSHSHSHSHSHSHSHSH!!!!!"

--

I'm severely tempted to go into the EA here starting monday. It launched during a busy spot for me, so I've been trying to keep myself from it. Like a moth tries so hard to just circle around the fire. Drifting closer on every pass ... No, I mustn't. No, I mustn't respond to that ... that ... arcane temptation. Two days. Twooo dayyssssss. Wait, Monday is only technically like 19 hours away from me. 0.7 days. 0.7 dayyssssss ........
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: SharpKris on July 20, 2014, 03:38:10 am
Sorry about the game tho, we'll sort you out one way or another.
Two days later, SharpKris finds himself mysteriously exiting a boat, freshly arrived at a distant colony. The foreman along the shore greets him, "Thank you for defending the empire!"

SharpKris gasps as a musket is thrust into his hands, "But I ... I just wanted my graphics card issues resolved!"

"There will be no time for that with the fishpeople overrunning us!" He turns a little too slowly, and finds the charging brigade from the sea two cubits distant. He's arrived in time for one last desperate stand.

Evening finds him lying on the beach in the midst of his own broken teeth and a red tide rolling in. To the heavens he screams, "CURWSH WUUU DANEEOOOOOOOWWWWWWWWWWWWW!!!! CURWSH WUUU GASWAMP GAMSHSHSHSHSHSHSHSHSHSH!!!!!"

--

I'm severely tempted to go into the EA here starting monday. It launched during a busy spot for me, so I've been trying to keep myself from it. Like a moth tries so hard to just circle around the fire. Drifting closer on every pass ... No, I mustn't. No, I mustn't respond to that ... that ... arcane temptation. Two days. Twooo dayyssssss. Wait, Monday is only technically like 19 hours away from me. 0.7 days. 0.7 dayyssssss ........

this
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 22, 2014, 10:25:06 am
Really tempted to jump in on the Earliest Access...could someone try and convince me?

Also, how long away is the next substantial update?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 22, 2014, 10:46:09 am
Really tempted to jump in on the Earliest Access...could someone try and convince me?

Also, how long away is the next substantial update?

Right now it's a fun cult-themed cabbage simulator. There's not much (yet!) in the way of long-term gameplay goals and the save function doesn't exist...though it is the top priority as I understand. The building creator is fun to mess with, and there's some things you can do in the Wacky Hi-jinx area.

If you enjoy poking at things to see how they work, seeing the game take shape over the next few months, and providing feedback/bug reports (it's really easy, just zip up 2 or 3 files and upload them to the gaslamp forums), then definitely give it a shot.

Updates: There's a stability hotfix scheduled for today and a "more content-y" one for Friday. Note that "more content-y" is the full extent of what's been said, as far as I know. Gaslamp's really big on not making promises, but I think the hope is once things are stable content updates should be fairly regular.

There's also apparently a lot of stuff in the raws that only needs to be turned back on and cleaned up a bit, coming from the modding thread. I haven't looked into that myself, though.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: GiglameshDespair on July 22, 2014, 12:44:27 pm
To be honest, the idea of people effectively paying to playtest gives me a vague sense of disapproval, though I couldn't really place it on anything. I kinda want to say why not just have people be able to pay from the very start of development? It's effectively a kickstarter - paying to support an greatly unfinished product. Why didn't you use kickstarter, if you wanted guaranteed purchases before 1.0 release, and release the alpha to them to test and enjoy, when a successful kickstarter may spread the word more?

I have a feeling you talked about this before, but a cursory search via keywords on the weblog found no results.

Don't want to sound belligerent here, but words are not my forte.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 22, 2014, 12:47:57 pm
I think it's a matter of perspective...last time I checked I payed for a game...it is unfinished and I am allowed to play it before it is finished. This gives me a better understanding of where development is and allows me to offer better feedback and suggestions. By no means am I required to play it now and I did not pay for early access...I bought it because I want the end product...not because I want to play the unfinished buggy mess it may be at any given point of development.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 22, 2014, 01:23:18 pm
Eh, I'm having a lot of fun playtesting and watching things shape up. Other people may not, so they should skip it. I think GLG has gone pretty far out of their way to stress how incomplete the game is right now and to say that if you don't want to do that, you shouldn't buy it now at all. I tried to get that point across in my post as well, but I don't know how I could say it any more plainly than I already have.

If you want to "get in on the ground floor" and offer input/bugfixes to help the game shape up faster or better, then this is a nice opportunity to do so with a very open and receptive group of developers. I'm assuming that's what current enthusiasm is, though I could be misreading.

If you aren't a fan of early access, by all means don't buy early access. It's not to everyone's taste, even if in my opinion this particular case is one of the few I've run across that does it well (so far).
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 22, 2014, 01:24:31 pm
To be honest, the idea of people effectively paying to playtest gives me a vague sense of disapproval, though I couldn't really place it on anything. I kinda want to say why not just have people be able to pay from the very start of development? It's effectively a kickstarter - paying to support an greatly unfinished product. Why didn't you use kickstarter, if you wanted guaranteed purchases before 1.0 release, and release the alpha to them to test and enjoy, when a successful kickstarter may spread the word more?

I have a feeling you talked about this before, but a cursory search via keywords on the weblog found no results.

Don't want to sound belligerent here, but words are not my forte.

I have to agree that I'm mostly against these early access things. In some cases (what shall be known as the Starbound-syndrome) it leads to a perpetual beta where nothing is ever really finished. I believe this mainly comes about because the early access release gets a big bulk of the 'hype-buys' and also very dedicated people, leaving a much smaller audience (if any) who are really waiting for that 1.0, so the impetus to finish just isn't there. This isn't the case here, but it seems to happen a lot, especially when players are really pushing for new content all the time within the early access cycle. This hurts consumers because the game stays perpetually unfinished, and any broken features/bugs are attributed to 'early access', but it also hurts developers in terms of people burning out before it's actually fully ready (or being disappointed.). Starbound for instance has been in early access for eight months now, and I doubt it'll get finished before a year is up. That to me isn't early access at all.

The difference however is that the guys at Gaslamp have a rock solid development plan and a proven track record with the phenomenal Dungeons of Dredmore, so the threat is strongly reduced. Kickstarter also has it's problems, and I dislike that just as much. Similarly, early access DOES have benefits to the development cycle as bugs can be reported and glaring errors that slip through can be sorted. That can be construed as 'paying them to test' but I don't believe that's a big deal, as it's certainly not mandatory.

I'd prefer to live in a world where we could wait for finished products, but I don't mind it in this case.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 22, 2014, 01:31:25 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 22, 2014, 01:36:12 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...

Agreed, I think this is why I'm fundamentally against it. I have no doubt in my mind that Clockwork Empires will turn out to be fantastic, but it's just so many other games take the early access model as a way to launch a game early without having to make it properly playable. 

I understand there's a need to make money though, and it does keep the ball rolling.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: The_Fool76 on July 22, 2014, 03:02:04 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...
That has more to do with how much more complex games and computers are now than it does with anything else. When your entire game fits on a 1.4 floppy with room to spare it is a LOT easier to debug and test. 
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Tilla on July 22, 2014, 03:08:50 pm
To be honest, the idea of people effectively paying to playtest gives me a vague sense of disapproval, though I couldn't really place it on anything. I kinda want to say why not just have people be able to pay from the very start of development? It's effectively a kickstarter - paying to support an greatly unfinished product. Why didn't you use kickstarter, if you wanted guaranteed purchases before 1.0 release, and release the alpha to them to test and enjoy, when a successful kickstarter may spread the word more?

I have a feeling you talked about this before, but a cursory search via keywords on the weblog found no results.

Don't want to sound belligerent here, but words are not my forte.
My understanding its less wanting playtesters or money (they have PLENTY of free playtesters I can assure you, across many forums - Something Awful basically made Dredmor's polish possible) and more that people have been consistently begging them to release an early version to play. People are hyped up, so they are giving people access.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 22, 2014, 04:07:16 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...
That has more to do with how much more complex games and computers are now than it does with anything else. When your entire game fits on a 1.4 floppy with room to spare it is a LOT easier to debug and test.
I wasn't exactly referencing games on 1.4" floppies....How complex something is is a poor excuse for how buggy it is. It is merely them releasing it early as they deem it playable to start raking in revenue because they know they can now work on it over the next X months while making money at the same time. It's more of a time = money type thing especially when it comes to larger studios
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: jhxmt on July 22, 2014, 04:42:21 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...

I agree with your general point about the decline in quality upon release (although I think we've not seen a great many of those poor-quality games truly 'released', since they tend to enter perpetual beta or simply get abandoned, from most of the ones I've seen).  However, I'd be wary of perhaps viewing the past through rose-tinted glasses - there were definitely games in the past that have been released in an absolutely shocking state, with some truly mindnumbing bugs and glitches.  The one that springs to mind is Myth II, which (if I'm remembering correctly) shipped with the potential to delete your hard drive's contents if you installed it into a non-standard location and then attempted to uninstall it.  Fortunately Bungie caught it before it hit the shelves, but only by virtue of actually going to the outlet locations and retrieving the stacks of shipped games themselves (and then issuing a new, fixed edition later on).  It wasn't exactly a polished release programme.  :P

Games being released with bugs and without good quality control is not new.  Games being visible prior to release, and then stagnating there, with commensurately more of those bugs/content problems, is new.  Which I think is basically what you were saying anyway, so this entire post may be somewhat redundant.   ;D

Edit: oh, wait, and the Terror From The Deep research bug - if you research things in the wrong order (with no clues as to what the 'right' order is), you dead-end and basically lock yourself out of the endgame.  But without any indications as to having done so.  Welcome to never-ending watery doom!  :D
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: motorbitch on July 22, 2014, 05:05:30 pm
personally i dont have any problem with early access and i dont think its always bad.
there are good games and bad games, and this was true before early acess became a thing and it still is.

however, i decided for myself not to participate in it anymore simply because i just can spend so much time on a single game, before it becomes borring.
i dont want to spoil the fun for me. i rather wait for the cookies instad of eating all the dough ;)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Willfor on July 22, 2014, 05:08:16 pm
i rather wait for the cookies instad of eating all the dough ;)
I'm sorry, but you can't convince me that cookie dough isn't one of the seventh wonders of the world.

. . . also a salmonella vector, but a TASTY salmonella vector . . .

. . . Yes this is a complete aside.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 22, 2014, 08:05:22 pm
Is there any chance this can be steered back in the direction of the thread topic, instead of general treatises on the state of the industry at large?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 22, 2014, 08:29:42 pm
If I say no will you try and bribe me?

Perhaps with some sort of yummy development info or some morsel of goodness I know nothing of about this game?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 22, 2014, 08:35:21 pm
Hmmm. The first modded content I saw was a menu option to chop logs into a live dodo.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Karkov on July 22, 2014, 08:39:45 pm
Wait, chopping logs turned the logs into a live dodo?  Why is this not a feature to begin with?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: dennislp3 on July 22, 2014, 08:51:31 pm
Ok that wins lol

Meat from logs...seems cult like
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Oneir on July 22, 2014, 09:04:26 pm
Meat from logs...seems cult like

Remember the vegan devs.

Butchering the dodo gives logs.

[/joking?]
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: ndkid on July 22, 2014, 10:02:55 pm
Early access in general has led to a major decline in the quality of games upon release sadly...I remember back when games came out and patching them on console was impossible and very difficult on PC regardless...I seem to recall games being much more stable and bug free in lots of cases...or at least not the same monsterous disasters they are these days when they launch...

I can remember, say, five years ago, people bemoaning that release-and-patch had become the norm in game development. I have not noticed that trend getting worse with early access. If anything, I have found the opposite: by the time a game which has early access gets to a 1.0 state, it tends to be more stable than the games which were rushed out the door. This trend isn't exclusive to gaming in software, either... application bloat and the tendency to release without sufficient testing has become more of a norm in Operating Systems, audio programs, etc, etc.

Effectively, it feels like the main difference is expectations and price point. These days, early access tend to see a game being somewhat cheaper than it will be at 1.0 release. I'd say the bug-ridden AAA titles tend to be at their most expensive at initial release, and the "gold" versions that follow some months later with rolled up patches are the first time discounted rates come into existence.

Having said that, I'm pretty happy to fund early access, whether it be DF, The Last Federation, or now, Clockwork Empires, if it helps to smooth the earnings curve of a particular game company and ensures that the companies which make the sorts of things I want to play don't close. (Really, there's a whole lot I would do to make sure the companies making the sort of games I want to play don't close.)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Rakonas on July 23, 2014, 02:19:05 am
Games in the past were buggy on release too. The difference is that nobody talks about most of the shitty games that were never patched. Early access is great in that it allows for free beta testing for the (generally indie) developers. The idea that early access has led to a decline in quality of games released is pretty much completely unfounded, unless you're considering release to be release to early access.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 23, 2014, 02:28:54 am
Psssh. Daikatana managed to suck a big one without EA at all. Battlecruiser 3000 AD, big rigs over the road racing, that zelda CDI game (MAH BOI!), the entire library ever featured on Angry Video Game Nerd. Pretty much every full motion video adventure game. Spore. Spore never changes. STALKER: Clear Sky. There's plenty more.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 23, 2014, 05:34:34 pm
I'm going to try to answer what I think was the question at the start of the current discussion, which i'll paraphrase as "If you're going to do this, why not just do a kickstarter?"

We're in a strange position where the sort of game we're making can start playable and just get more playable the longer we work on it, while also being interesting to replay.  In such a circumstance, making people wait until the game is "finished" when they'd like to play something that's simple right at the start is not giving them what they want.

The important thing for us was that we not sell that experience until people could actually PLAY the game for a while.  Once you hit that point, the ability to deliver becomes a very real thing: you're no longer backing an idea but a game that at the very least will be what it is at that moment.

There is one downside to this sort of development, which we inherit as a result: some people don't want to be able to buy the game until it's done.  Having the extra choice is itself something that they'd rather not have.  I understand this.  I play lots of games as well and I've been in this position before.  And we weighed the detriment of this effect against the benefit of selling "in progress" games for people who enjoy that, as i discussed above.

I think, for many games, the consideration of these two effects would yield a decision to wait until release.  But for the type of game that Clockwork Empires is, we felt there was so much to gain from having players log in and experience new things, that an early access model was the right decision.


Now, having said that, we had another hurdle which was that there were people who we knew would want to buy and play the game (and would enjoy it) as it is right now, but we felt that the Steam Early Access user base, and perhaps even just the average early access game player, wouldn't quite see the level of polish and accessibility that they HOPE these games have (to say nothing of what is typically provided).  For this reason, we called our current release Earliest Access, as it was the clearest way that we could message "everything early about early access, but even earlier".

At this point, I think things have gone really well with this.  Certainly, as I mentioned, for some people this isn't ideal, and if you are a part of that camp I sincerely apologize.  We spent many hours discussing ways that we could make everyone equally happy, and sadly our plan wasn't perfect in that regard.  Still, I hope we make a game that you're interested in playing when it's ready. 

(I'm away for a few days so i'm not posting as regularly.  I'm still reading, but forum posts from a smartphone are hard)

Oh!  And a new blog post today!  Huzzah!

https://www.gaslampgames.com/2014/07/23/earliest-access-week-one/
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 23, 2014, 05:45:58 pm
I'm going to try to answer what I think was the question at the start of the current discussion, which i'll paraphrase as "If you're going to do this, why not just do a kickstarter?"

-snippedy snippedy snip snip-
All very understandable and I agree with it fully.

I think the difference between your studio and others is that everyone trusts Gaslamp to deliver and you've got a rock solid roadmap. I feel the main problem for people with early access is that a lot of the time games seem to go into early access and then production slows, things don't get delivered on and it becomes kinda clear that it's not going to turn out like it was meant too, because they've gotten all the hype and hardcore fan sales done already so there's little impetus to carry it through to completion. Early Access suddenly becomes 'late beta' and not much has changed.

Plus as you say, RTS games have massive replay-ability, so I don't think you have to worry about the 'burnout' that is also a worry.

If I didn't have so much on my plate I would buy this in a heartbeat, and I swore to the dark gods that I would never buy an early access title. That's how great you are. Feel the feels.

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 24, 2014, 10:02:37 am
Both of these seemed appropriate:

https://community.gaslampgames.com/threads/cabbage-diary.8683/

https://community.gaslampgames.com/threads/the-daily-grind.8696/

I've also been cleared to share another story from pre-pre-prerelease. But I'm saving it for a special occasion.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 24, 2014, 01:14:48 pm
The second picture....estableished? Someone needs to spellcheck...
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 24, 2014, 02:11:38 pm
Is there a button to rotate furniture before placing?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: 0x517A5D on July 24, 2014, 02:22:40 pm
The second picture....estableished? Someone needs to spellcheck...

Also "crowed" and possessive "it's".

Chalk it down to the remnants of Elizabethan spelling.  Ye Olde Englishe, i' troth!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 24, 2014, 02:24:27 pm
Is there a button to rotate furniture before placing?

Right click within bounds of the floorplan.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 24, 2014, 02:28:05 pm
I believe these spelling mistakes changes were done in the Shakespearean way to give deeper meaning to the word*.
Estableished was to show that not only was this established; it also had table like qualities.


(http://blog.shakespearegeek.com/2008/03/original-spelling-argument.html):
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 24, 2014, 03:31:22 pm
I believe these spelling mistakes changes were done in the Shakespearean way to give deeper meaning to the word*.
Estableished was to show that not only was this established; it also had table like qualities.


(http://blog.shakespearegeek.com/2008/03/original-spelling-argument.html):

The fact that he then goes on to spell the word correctly, every other time it appears, goes against your theory. It simply looks like he misspelt the word initially, but forgot to edit.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 24, 2014, 03:59:17 pm
Rotating works, thanks guys - now, is there a key to delete objects that are incorrectly placed?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 24, 2014, 06:00:25 pm
Rotating works, thanks guys - now, is there a key to delete objects that are incorrectly placed?

Aside from wiping the whole floorplan before beginning construction and starting over, there is not. Yet.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 24, 2014, 06:13:21 pm
Meh! Seems like a pretty fundamental thing in a game where building and adding furniture plays a key role...I've dived in, and recognise it's in 'Earliest Access' stage, but there are some really integral things that I just can't believe aren't present yet!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: inteuniso on July 24, 2014, 06:18:18 pm
Well, core systems are more important than playability atm.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Karkov on July 24, 2014, 06:20:22 pm
Remember, we couldn't add things to corners for a while.  Just give it some time, it's on the list.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 24, 2014, 07:55:57 pm
Yeah, it's miles ahead of where it was when I got the testing invite. Patience.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Descan on July 24, 2014, 09:05:33 pm
Being able to rotate something is secondary to being able to... you know, place it at all. Use it properly. And actually construct it in the first place.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 24, 2014, 09:55:25 pm
But... you can rotate it? And place anything, and build anything (that's currently implemented). There's just not renovation yet. Since the point of this is to make sure the game doesn't blow up/crash/melt, and all. Priorities.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 25, 2014, 07:21:22 am
You can rotate it, but you can't delete something you accidentally place. Or save.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on July 25, 2014, 08:20:31 am
You can rotate it, but you can't delete something you accidentally place. Or save.

All of these things have already been stated - I can't tell if you're deliberately trolling or just a massive kill-joy.

This is exactly the problem with early access though, even when you're as crystal clear on how early it is, people still say 'but why isn't this in yet!!'

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 25, 2014, 09:00:28 am
You can rotate it, but you can't delete something you accidentally place. Or save.

All of these things have already been stated - I can't tell if you're deliberately trolling or just a massive kill-joy.

This is exactly the problem with early access though, even when you're as crystal clear on how early it is, people still say 'but why isn't this in yet!!'

They have been clearly stated as not being in yet, but what I'm saying is they seem to be base-level mechanics that most games have in from a very early stage.

I'm not bemoaning 'Earliest Access' or Early Access, I have been present on a number of public and private Alpha and Beta tests, it simply baffles me how two seemingly core mechanics (they aren't flavour additions!) haven't been implemented at this stage.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 25, 2014, 10:53:51 am
From what I've gathered over at the gaslamp forums, saving was close to working fine on some test systems back before the earliest access was announced, but a loophole cropped up in a test case last-minute (windows 7 32-bit, IIRC) that exposed a flaw with the whole thing and they decided to plug that, redoing a big chunk of the save code in the process or some such. One of the coders is spending 100% of his time working on saves right now.

As for buildings... deleting the interior modules probably wouldn't be that big of a deal. Deleting the punch-through-walls exterior modules will be a Very Big Deal. I'm guessing it was a choice between doing the easy part first and leaving out the second, doing both with prolonged internal testing that would have delayed the game by quite a bit and still likely had problems on release (which they'd have to re-code), or waiting on it til the game was stable and letting a large group of voluntary testers poke at the system to save development time for other things (like making sure the game doesn't catch on fire and explode while drinking all the good beer).
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: ndkid on July 25, 2014, 11:04:21 am
You can rotate it, but you can't delete something you accidentally place. Or save.

All of these things have already been stated - I can't tell if you're deliberately trolling or just a massive kill-joy.

This is exactly the problem with early access though, even when you're as crystal clear on how early it is, people still say 'but why isn't this in yet!!'

They have been clearly stated as not being in yet, but what I'm saying is they seem to be base-level mechanics that most games have in from a very early stage.

I'm not bemoaning 'Earliest Access' or Early Access, I have been present on a number of public and private Alpha and Beta tests, it simply baffles me how two seemingly core mechanics (they aren't flavour additions!) haven't been implemented at this stage.

1) If your definition of "core" is "anything that isn't flavor", we have differing definitions, though "flavor" isn't particularly well-defined, either, and prone to subjective interpretation.

2) Personally, and I assume for Retropunch, as well, you're drawing a distinction between "bemoaning 'Earliest Access'" and expressing your bafflement that we do not accept as existing.

So, what I'm saying is, it all comes down to semantics. :-)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 25, 2014, 11:58:39 am
From what I've gathered over at the gaslamp forums, saving was close to working fine on some test systems back before the earliest access was announced, but a loophole cropped up in a test case last-minute (windows 7 32-bit, IIRC) that exposed a flaw with the whole thing and they decided to plug that, redoing a big chunk of the save code in the process or some such. One of the coders is spending 100% of his time working on saves right now.

As for buildings... deleting the interior modules probably wouldn't be that big of a deal. Deleting the punch-through-walls exterior modules will be a Very Big Deal. I'm guessing it was a choice between doing the easy part first and leaving out the second, doing both with prolonged internal testing that would have delayed the game by quite a bit and still likely had problems on release (which they'd have to re-code), or waiting on it til the game was stable and letting a large group of voluntary testers poke at the system to save development time for other things (like making sure the game doesn't catch on fire and explode while drinking all the good beer).

A much better answer than anything offered previously (or since) - thank you for being informative and clarifying the issues in a well structured post, without feeling the need to attempt (and fail) to belittle.  :)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 28, 2014, 06:53:58 pm
The first update is now available!  Saves are not in yet, as we're still working to get them into a stable state.

https://community.gaslampgames.com/threads/revision-28-up.8755/#post-88034

Edit: I guess "first update" is a bit of a misnomer.  It's the 28th version of the code we were testing internally, and the 3rd version, counting the hotfix, to be a part of "earliest access"
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 28, 2014, 07:30:48 pm
Welp. I came over to post that and I was ninja'd by a dev. Not a bad problem to have, I suppose.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Kaje on July 29, 2014, 05:11:58 am
Is there a way to assign a rifle to a soldier or colonist, or are they simply 'tools' that are used during hunting orders?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 29, 2014, 10:44:54 am
Soldiers will pick up guns on the way to rally point orders, so it's a good idea to rally them to the starting stockpile before a threat actually shows up. I've never seen colonists use guns, but I've also only given hunting orders to military squads just to keep everyone else on-task.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 31, 2014, 01:27:23 pm
New blog post up, Steam date, some general rambling inspired by tiredness, and a changelog.

https://www.gaslampgames.com/2014/07/30/clockwork-empires-is-coming-to-steam-early-access/
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 06, 2014, 01:46:19 pm
We posted another update today.  Notably resources can be selected with a "click and drag" interface, which reduces the amount of micromanagement *tremendously*.  Now that we've freed up a bunch of the players' time, we can start adding some more Fun Stuff.  There are a few glitches with it visually, but nothing known that's actually an issue with the game.  We also put up a "pause" icon, a button for different viewing modes for buildings, and fixed an issue where characters would only ever sleep once.

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 06, 2014, 03:29:11 pm
Regarding the soldiers question, you can't explicitly assign them their equipment right now, and we need to spend a little bit of time on that system.

Currently, guns are regarded as tools by the characters to fulfill actions they may want to do.  Soldiers know they need guns to shoot fish people, and work crews know they need guns to hunt aurochs and dodos.

We had the makings of a more sophisticated system for equipment in the game earlier, but we realized that we were putting the cart before the horse, so we have disabled it temporarily.  I suspect some light level of character equipment management will make its way back in, but if i were to guess, I'd say we won't start thinking about that for a month or two.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Twi on August 06, 2014, 03:41:38 pm
Regarding the soldiers question, you can't explicitly assign them their equipment right now, and we need to spend a little bit of time on that system.

Currently, guns are regarded as tools by the characters to fulfill actions they may want to do.  Soldiers know they need guns to shoot fish people, and work crews know they need guns to hunt aurochs and dodos.

We had the makings of a more sophisticated system for equipment in the game earlier, but we realized that we were putting the cart before the horse, so we have disabled it temporarily.  I suspect some light level of character equipment management will make its way back in, but if i were to guess, I'd say we won't start thinking about that for a month or two.

I had a response to this and then realized I didn't remember how the military does work and/or should work.  I was thinking that 'carry your gun with you, soldier' could be a background 'job', but I also could be thinking out of my rear end. :P
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Baijiu on August 06, 2014, 04:42:40 pm
Woo! I'm really liking this game so far as it's pretty playable as far as Alphas go. One thing I -love- is the work teams, simple concept but it has a huge effect on gameplay. I wish Dwarf Fortress had something similar.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 06, 2014, 04:48:35 pm

I had a response to this and then realized I didn't remember how the military does work and/or should work.  I was thinking that 'carry your gun with you, soldier' could be a background 'job', but I also could be thinking out of my rear end. :P

A character can only do one "job" at a time, so if they were doing the "carry your gun" job, they'd be standing there staring at their gun in their hands forever, which might be amazing some of the time, but they'd be a little less productive :)

We did leave in some of the equipment code that should mean that the soldiers don't drop their guns after they've finished shooting things, but they should start with weapons.  Right now, if you hunt some animals before your military has needed to shoot anything, they may not have enough weapons to go around.

Woo! I'm really liking this game so far as it's pretty playable as far as Alphas go. One thing I -love- is the work teams, simple concept but it has a huge effect on gameplay. I wish Dwarf Fortress had something similar.

Awesome! :)  It's still a little wonky: the work crews should be hanging out in their workshops while they're not busy instead of wandering the countryside, and the UI isn't super clear, but that's great to hear
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 13, 2014, 02:35:35 pm
New update!  Changelog on the blog post that just went up.  The focus for the last couple of updates has been on getting the first tier of player interaction responsive and interesting.  We've had to do a bit of balancing as players started doing things that were 1: really weird (awesome), and 2: probably not actually fun (not awesome). 

Having a fully functional little town where people do their jobs and nothing exciting happens should be, at the very least, much harder now.

We also dropped support for the intel HD3000 and HD4000.  I'm not happy about needing to do it, but we just couldn't come up with a way that we could support it to the level that we'd be comfortable with.  (This is totally why everyone uses Unity now).  Details for this are on the forum and our blog, and if you got the earliest access and are affected, send us an email to our contact address.

As mentioned in the blog post, saves work, but loading them doesn't quite work yet (lol).  We're on the home stretch!

(Edit: Link!  https://www.gaslampgames.com/2014/08/13/ripe-for-harvest-and-the-ce-rev30-update/ )
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on August 13, 2014, 03:35:20 pm
Ah the farming changes sound much more interesting, and doors punching holes is good. I will miss Angry David the Grenade Launcher Icon, though. 'Tis a sad day.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 15, 2014, 02:07:09 pm
The game is now on Steam Early Access!  (It's still Early Access, but the hardware compatibility and the first level of the player interactions were at the level we were waiting for.)

The save game functionality will be pushed to the "internal test" branch of the steam version this afternoon.  It's going to be buggy, it might break, and we're aware that broken saves are Not Fun, so we're going to test it thoroughly before we put it out.  Still anticipating getting it in the default branch early next week.

Spending a good chunk of today just wandering forums and answering questions.  Just wanted to say thanks to everyone here for being interested in the game and what we're up to.  Software development is so much easier when people are interested and engaged :)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: thepodger on August 16, 2014, 07:24:00 pm
Anyone have impressions to post?  Is this too early to get a real bang out of playing yet?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: StupidElves on August 24, 2014, 07:23:17 pm
PTW
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on August 25, 2014, 01:12:41 am
You can play around with this, but I wouldn't call the early access a game yet. It looks promising, though and I'm waiting new versions with great anticipation. Right now the most fun I have is watching my colonists start a cult worshipping Cthulhu.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on August 25, 2014, 06:06:22 pm
So, the update for saving games just went out. As an unexpected bonus, you can also LOAD games, too. So that's a thing.

I admit I haven't been playing it much after kinda burning out poking buttons and breaking geometries, but I'll dive back in the next content update no questions asked.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: lordcooper on August 26, 2014, 02:24:01 pm
Echoing the sentiments that are already posted.  It's a pretty solid foundation and I can't wait for a bit more content :)

Also, you guys need to use this in some promotional materials. (https://www.youtube.com/watch?v=3tTHn2tHhcI)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 26, 2014, 02:37:36 pm
We posted a small update earlier this week with saves in it, but there aren't any significant gameplay changes.  Those will be hitting the experimental branch roughly weekly until we post a major update in September.

Finally having a chance to get organized regarding economic model and combat.

Dusting off old designs.

Lots of 80s rock work montages.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: SharpKris on August 26, 2014, 03:44:23 pm
anything new about the graphic issue?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 26, 2014, 03:57:25 pm
A few things. Some people were having issues with black terrain etc from intel cards, which as I said, we dropped support for due to how nightmarish that process was.

Some people had some black terrain with non-integrated cards, and that is often resolved by deleting the config file and not messing with the options menu, as those options still need work.

Some people have their video cards working like crazy on the game, for which Nicholas is attempting to implement "instancing" (basically batching the rendering of objects because it's much, much cheaper), no ETA but it seems to be coming along really well.

If that doesn't cover the graphics issue you're talking about, I'd really recommend asking on our forum, as they seem to know more about the fixes for various issues than I do at this point :)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Greenbane on August 26, 2014, 04:30:12 pm
Random question, Daniel: considering you intend to implement some manner of conflict with other colonial powers in the future, will players be able to construct ships in their in-game settlements? If only to protect the colony from foreign invasions... I feel a naval aspect is important in any colonial/imperialistic Victorian-esque setting, but I'll understand if you deem it outside of CE's scope.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on August 26, 2014, 04:54:41 pm
We talked about naval combat, but it's very much its own system, and it has some really interesting and difficult problems.  We have a few assets for it, but we've shelved the naval combat system indefinitely at the moment.  Military protection is currently planned to be land-based.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on September 04, 2014, 01:29:20 pm
New experimental branch update is live, changelog is posted here:

https://community.gaslampgames.com/threads/revision-30d-is-up.9203/#post-89889

This is the changelog between 30C and 30D. There's a bunch of stuff that's changed since version 30.

Also, it's "Experimental" for a reason. There are known stability issues with it; we're working on them :)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Retropunch on September 04, 2014, 02:50:20 pm
We talked about naval combat, but it's very much its own system, and it has some really interesting and difficult problems.  We have a few assets for it, but we've shelved the naval combat system indefinitely at the moment.  Military protection is currently planned to be land-based.

I think adding in Naval combat would be great as an expansion. It's the kinda thing that changes it significantly enough to warrant a whole expansion, and it's certainly not one of those things that should have been included with the original game (even the most demanding of fan would understand that it's such a big system to implement).





Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on September 16, 2014, 01:34:07 pm
Oh hello! *turns, smoking jacket glinting off the fire in the hearth*

I didn't see you there. I was busy submitting the first major patch of Clockwork Empires to Steam.

*puffs on pipe*

You may be interested in what we've been working on.  The details are over there on the side table. *points*

(newspaper article on the front page: Clockwork Empires v31: "Conscript Steelcog versus THE MURDERCULT" (https://www.gaslampgames.com/2014/09/16/clockwork-empires-september-update-conscript-steelcog-versus-the-murdercult/))
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Oneir on September 16, 2014, 04:28:45 pm
I had no idea that pulpy version names were something I needed in my life. Yet here we are.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on September 16, 2014, 06:32:54 pm
I'm definitely going to check out the new jungle biome. Nothing says home-cooked comfort food like beetlesteaks.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on September 17, 2014, 03:42:15 am
Mmh, still many random bugs, but progressing nicely. Mainly, loading save game seems to bugger things up, making soldiers stop fighting and people get stuck just picking up things, then dropping them down and picking them again.

Deep ones having guns feels a little strange, though - wouldn't the gunpowder get wet underwater? I'd prefer fishies to attack with javelins and melee. If you want gun-using attackers, add in bandits, former-colonists-gone-insane-and-now-worshipping-totally-not-cthulhu or human natives. Giving the nasties other objectives than just murder would be nice too. Like fishies coming to abduct humans for sacrificial needs/food. Human attackers could raid luxuries and guns etc.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Propman on September 18, 2014, 06:28:59 pm
I must say lads, keep up the good work; each new entry in the blog is a delight to read, as per norm. Hearing about possible plans for a large naval/vehicle expansion tickles my interest keenly. With the amount of ways one can approach late 19th century naval warfare, such an expansion could prove to be lengthy indeed; perhaps even worthy of being a game all on its own.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on October 01, 2014, 05:41:07 pm
Regarding the fish people: definitely. We have to be pretty overt with the tone of the game right now where as we develop the complexity of the systems, we can be more subtle. We've got a bunch of mid-transformation character models for fish people that I can't wait to be able to use :D

We put up a new blog post today about creating depth in the economic system, and cleaning up some of the UI behavior for building creation. We also put up a hotfix to our patch from 2 weeks ago that cranked up the amount of cult behavior, which wasn't firing properly before.

https://www.gaslampgames.com/2014/10/01/its-the-economy-stupid-and-also-the-building-creator/
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: rumpel on October 16, 2014, 03:41:16 pm
I love DoD and I'd totally love to try out Clockwork Empires, but why does it have to be that expensive? Oh boy, seems like I have to starve a bit next month. :S
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on October 16, 2014, 04:53:31 pm
Yeah, we've talked about this a fair bit since Dredmor was a pretty cheap game, especially at the time.

Pricing video games is a weird subject because when it comes down to it, eventually we price games at the amount we expect the game to be most profitable. The more niche a game is and the more long-form the playstyle is, generally the more expensive it has to be to be able to support the cost of developing it, and Clockwork Empires is a much more expensive game to build than Dungeons of Dredmor was.

There's a lot more nuance to it than that of course, and honestly the worst part of pricing video games is knowing that at any price you're keeping people from being able to afford it.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on October 17, 2014, 08:38:47 pm
Another big update was folded into main today. I'm relinking here just for David's artwork, but the rest of it's probably a good read, too.

https://www.gaslampgames.com/2014/10/17/clockwork-empires-october-update-midnight-defence-at-skullswamp-arsenal/
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on October 20, 2014, 09:34:39 am
The title art for the update was done by both David and Joseph Nejat: Joseph does all of our character textures and most of the illustrations for Gaslamp.

This update (Midnight Defense at Skullswamp Arsenal) was big on stability and usability improvements. It's still a little rough around the edges, but it's drastically better than before. Tons of other little things, and some foundational work to build on now with some diversity in the economic system.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on October 20, 2014, 09:58:35 am
Ah, thanks for clearing that up. My compliments to both fine gentlemen!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on October 29, 2014, 04:33:03 pm
New blog post up!

Lots of the subtext to the discussions going on in-office right now are really interesting, and they're at least somewhat reflected in the post. There are two systems that are basically at odds with each other right now that are causing a lot of player confusion, which is really bad.  The overarching concept of how the character simulation was designed was: if the characters were sufficiently happy and healthy and well-slept and whatnot, they'd basically do what the player wanted them to do, unless something weird happened.

But what's happening right now is that characters pick what they want to do *all the time*, so if they'd rather mine than build that thing you want, it's really frustrating. This (compounded with a couple of bugs in job assignment) makes the game feel a lot more clunky and unresponsive than it is, as there's always a reason that your characters aren't doing what you want, even though it seems like there isn't.

We're trying out a few different ways that we can give the player much more control over the work of the characters while they're happy. Obviously we're not going to mind-control them, and forcing them to change tasks might make them upset, but it's become clear that we need some more of this sort of control.

https://www.gaslampgames.com/2014/10/29/afflictions-jobs-religion/
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Puzzlemaker on October 29, 2014, 04:58:03 pm
Maybe to make it more obvious, you could add a "Boredom" stat that could be made visible to the player.  Whenever the colonist does something he/she doesn't want to do, he/she gets boredom.  Eventually the colonist can alleviate it by doing something they enjoy (Rocks!) or drugs.

Just an idea.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on November 19, 2014, 04:53:33 pm
They've had a concept of loneliness for a while, but you're right, we could totally extend that to other systems.

One of the things we added in today's patch is the ability for the characters to be impacted in their decisions by time of day, which also gives a good pause for "social behavior". Night causing characters to be more social seems to be pretty clear to players, causing them to be less upset by it.

Oh hey! Today's patch! I mean, *cough* “BANDIT ATTACK ON FIGHTIN’ VICAR ZEDOCK WOODBURN’S FRONTIER CHAPEL” (Revision 33)

Probably for me the single coolest thing in the patch today is the ability to create standing orders. Suddenly the settlements can automate a lot of their work (to the player's specification) and there's a LOT less clicking. They're also somewhat less likely to interrupt each other from doing important work to talk about random stuff, so that's good too.

Huge changelog on the blog post, which is here:
https://www.gaslampgames.com/2014/11/19/clockwork-empires-november-update-bandit-attack-on-fightin-vicar-zedock-woodburns-frontier-chapel/

Been trying to cut back a little on forum lurking to actually get more stuff done, but feel free to ask questions if you've got 'em!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on December 17, 2014, 09:06:46 pm
The December update is done!

(https://www.gaslampgames.com/wp-content/uploads/2014/12/ce_december_update_illustration_smaller.jpg)
(not in-game footage)

Demolishing buildings is finally a thing! Also people turn into fishpeople and there are now artifacts of ancient power. LOTS of work left to do on these systems, but we have top men working on it.

Coincidentally this now marks half a year of monthly updates!

Other changes include a revamping of the military character behavior and their supply mechanic (no more counting bullets), and also a revamping of the Empire prestige system and how it works (which will need some balance because otherwise you'll just end up with a huge, starving military). New animal and character behaviors and tweaks too (hopefully we squashed the bug where characters would run to the edges of the map when spooked for good).

Full changelog is here (https://www.gaslampgames.com/2014/12/17/clockwork-empires-december-update-the-ghastly-tale-of-amon-chalkbrackets-eldritch-transformation/)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on December 17, 2014, 09:21:28 pm
Man. Real life got in the way for a month or three and it sounds like a completely different game.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on December 18, 2014, 02:51:28 am
Played the new version a bit. Intersting as always, but the targeting priority is quite wonky.

I was assaulted by bandits and promptly drafted everyone into militia. My brave soldiers - regular and irregular - immediately spotted the worst threat. It was an Infernal Dodo pretending to be an innocent bird, while really it was the mastermind behind the bandit attack. All colonists started thus chasing the big duck while the bandits merrily looted the colony. This chase led them to the sea, revealing a dozen Deep Ones. They were promptly ignored while everyone concentrated on the birdy. Outrageously, the fishy ones were quite ungentlemanly and ate everyone.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Ultimuh on December 18, 2014, 03:14:56 am
I think this (https://www.youtube.com/watch?v=3tTHn2tHhcI) is quite relevant for the current update.
The current season as well.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: inteuniso on December 18, 2014, 10:03:37 am
Congratulations on six months!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on December 18, 2014, 04:59:31 pm
Thanks folks :)

Spatial priorities need some work. Our map of where "civilized" parts of the map are and aren't needs some more work, as it SHOULD keep them from wandering too far from the base.

Also fish people are weird.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Girlinhat on July 23, 2015, 06:40:23 pm
Bada-BUMP!  I was excited for this when I heard about it, and just now thought to look it up.  Watched the current trailers and whatnot.  It... doesn't look anything like what many of the old promises were about.  Procedural buildings and workshop setup and actual cities.  It looks like a remake of Towns or any of the other dozen like it...  Am I mistaken?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on July 23, 2015, 06:51:50 pm
Bada-BUMP!  I was excited for this when I heard about it, and just now thought to look it up.  Watched the current trailers and whatnot.  It... doesn't look anything like what many of the old promises were about.  Procedural buildings and workshop setup and actual cities.  It looks like a remake of Towns or any of the other dozen like it...  Am I mistaken?
It's... well honestly I can't make myself sit down and play through the game right now. Its so so rough... the whole game just feels really awkward. They have some cool ideas but the art style is hideous and it's difficult to understand exactly what is going on. It's still early access of course, so they may tie it all together at some point.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 23, 2015, 07:54:53 pm
There are a few things causing the problems that you're talking about, and we're doing our best to fix them. I appreciate the feedback btw; we've been seeing a lot of similar posts and it's been informing a lot of our choices lately. The game isn't done, and we're not satisfied, but we will be.

One of the big problems is not so much a setting issue as a gameplay/UI issue: "progression" wasn't clear, easy, or rewarding. There is a build order, to be sure, but we're not giving players enough motivation to build the later buildings, and they're often incredibly expensive. However, even if you do want to build the later buildings, we're not providing enough UI support to make it clear how to get there. This part of the game we focused on a lot over the last few weeks. Chris has been working hard on rebalancing what is necessary to make sure there's not a huge glut of resources or things don't take forever to build, and I finally bit the bullet and rewrote a bunch of ancient UI code that was standing between us and actually conveying this information easily to players, so I'm hoping/expecting that significant improvements will be made to this problem over the next few weeks.

The other issue is that there's not really a lot of variance to the challenges presented by the game yet, and this was because we didn't have a particularly useful model for them.

One of the sources for challenges is character-simulation-driven, but we had to neuter the character simulation temporarily because they were getting REALLY emotional about things the player couldn't control, and that led to really dire things happening which felt terrible because the player was frequently being punished for random mood swings. So we had to temporarily reduce the character's ability to rage out for things that aren't the player's fault, and we had to reduce the effects of them being upset.

I have a pretty effective model for this problem finally, and we'll be ramping it up slowly. In the mean time the game feels easy and the characters seem a little boring, but we decided that was more acceptable in the short term than the alternative, which was just too punishing.

Another source for challenges is the creeping madness of the settlement. This gameplay mechanic has been hammered out and actually feels pretty good, but again we've had to reduce its importance while we give players ways to deal with it. We finally have alcohol removing character memories the right way, so this will probably be going back in once the UI makes it feel like giving the characters beer is effective.

This isn't the glamorous part, and it'll start to click, i think, in 4 to 6 weeks when character behavior starts to matter, starts having clear causes, and the player is given clear options for dealing with the problems. If we had made some side scrolling platformer instead, or we were committed to just making a solveable single player city building optimization puzzle, the game would be done by now, but where's the fun in that?

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Aklyon on July 23, 2015, 08:02:45 pm
So we're in the part where the game parts are there, but the game isn't quite there yet?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Trapezohedron on July 23, 2015, 08:07:34 pm
PTW with glorious expectations.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 23, 2015, 08:43:52 pm
So we're in the part where the game parts are there, but the game isn't quite there yet?

In short, yeah, definitely.

I stopped posting our dev blog regularly until I feel like we are there, but for people watching, we've been hammering on this with regular updates for a year now and we're not planning on stopping until it's done. If you're interested in playing a game as is worked on that's awesome, but if not I'll let you know when it's ready.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on July 23, 2015, 09:12:10 pm
I haven't played for a while to avoid some spoilers but I've been following the dev logs off and on. There's been pretty good progress but it's not the kind of flashy hype-based progress that looks good on a TPS report.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: lordcooper on July 24, 2015, 10:25:08 am
I'm starting to wonder a bit about some of the features you mentioned the game possibly having earlier.  Are things like conveyor belts, an abundance of pipes and being able to define the extrusion of buildings still planned?  I feel like there's the base of a game here now, I'm just not sure if it's the one originally described.  Maybe CE isn't as far along in development as I'm assuming it is.

the art style is hideous

Personally, I adore the art style.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on July 24, 2015, 10:53:01 am

the art style is hideous

Personally, I adore the art style.
Maybe hideous is too strong. The animations are stilted and feel disconnected. Again, I fully understand that this is early access and probably a lot of stuff is unfinished. I love the idea of the game but so far its just not too much fun.

One annoyance i had, I was off planning a building. When I scrolled back down I found that my soldier was dead. No notice, no message, Apparently he died to a fishperson. We havent' seen a single fishperson, and I wasn't looking away for long so I don't see how a fishperson could have moved in to kill him and then left without anyone else dying or me not seeing it. The guy had a rifle as well,   I wouldn't think an unarmed fishdude would be much of a threat. Oh well.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Puzzlemaker on July 24, 2015, 11:16:18 am
I'm starting to wonder a bit about some of the features you mentioned the game possibly having earlier.  Are things like conveyor belts, an abundance of pipes and being able to define the extrusion of buildings still planned?  I feel like there's the base of a game here now, I'm just not sure if it's the one originally described.  Maybe CE isn't as far along in development as I'm assuming it is.

the art style is hideous

Personally, I adore the art style.

It's not, they release pretty detailed reports about what still needs to get done.  Read it here:

http://clockworkempires.com/development.html

In terms of gameplay, they have managed to get most of the start to mid gameplay in, but none of the end stuff (Like factories and conveyor belts).  Scroll down to economy and logistics to see what I mean.

So yeah, there are a whole lot of things not nearly close to being done, but every month it gets better and better.  Looking forward to the full product, for sure!
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on July 24, 2015, 01:05:35 pm
Tried to write a response to this while having coffee this morning but swiftkey kept doing really weird stuff.

Basically yes, these are still plans.

I don't know about the extrusions anymore, but it's not a technical hurdle, more that we want to put our efforts where they'll have the most overall impact, and most people seem to just play the game in the walls-down mode so much that it currently doesn't have much value. This very much could change, and it's still on the list, it's just way down that list since there are other things we can spend our time on that have way more impact.

Pipes: yes. Conveyor belts... probably not. Conveyor belts specifically are expensive for us to do well, and they seriously disrupt the economic balance of the game, since they drastically lower the value of manpower, and such a big focus of the game is on character interactions. I'm hopeful that with just the fluid lines we'll get hit that "tone". These took a backseat to character-driven work because the character-driven stuff is more complicated and more fundamental.

There are definitely ways to do this stuff, but as I said before my sights are set on a general balance of the economics to make the typical gameplay loop feel responsive and rewarding, and starting to weave in problems with solutions that the player can meaningfully implement. More specifically I *really* want to get more cosmic horror going on, since we've seriously neglected that tone for too long, and the systems are starting to be ready for it.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: genmac on July 24, 2015, 03:55:44 pm
This game is one I bought in early access based on what I realize mostly now was speculation in the thread and the premise, but I haven't messed with it more than a few hours.  Do gates to unknown worlds ever open up or big monstrous creatures appear?  The few hours so far have just been cabbage and fish people and I'm hoping some cooler stuff comes along later down the road. 
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: inteuniso on August 14, 2015, 12:03:30 am
Started up a new game in Alpha 42 with Dauntless Dare start. Like the new agriculture mechanics, definitely prevented immediate death. Also I'm interested to see if there's an end event to these complaints about the fishpeople.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Oneir on August 14, 2015, 06:33:57 am
"...no, intenuniso, you are the fishpeople"
And then intenuniso was a cultist.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on August 14, 2015, 06:53:58 am
Gotta say that the latest patch has done wonders for the game. The new work group interface is fantastic by the way. Much easier to use, more compact, clearer as to what is happening. The only other thing I'd want for it is to set the maximum 'desired' workers so that new immigrants are assigned where I want them.

For example I may only need an overseer and one worker in the carpentry shop to keep up with plank demands for now, but might want a full group in the kitchen. I set desired workers for the carpentry group to 1, desired workers for the kitchen group to 4, and when I get new workers they are assigned accordingly. Just a thought
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Puzzlemaker on August 14, 2015, 08:53:38 am
Gotta say that the latest patch has done wonders for the game. The new work group interface is fantastic by the way. Much easier to use, more compact, clearer as to what is happening. The only other thing I'd want for it is to set the maximum 'desired' workers so that new immigrants are assigned where I want them.

For example I may only need an overseer and one worker in the carpentry shop to keep up with plank demands for now, but might want a full group in the kitchen. I set desired workers for the carpentry group to 1, desired workers for the kitchen group to 4, and when I get new workers they are assigned accordingly. Just a thought

You should probably post this in their forums as well.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on August 14, 2015, 10:49:53 am
But then I'd have to go register...
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: bluwolfie on August 14, 2015, 11:58:07 am
But then I'd have to go register...

Yeah but if you want it as a feature they may not hear it from anyone else.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Antioch on August 14, 2015, 05:23:42 pm
I am rather annoyed by the fact that you can only scroll using wasd and not by using the arrow keys or by pushing the mouse to the edge of the screen or by holding down right/middle mouse button and drag.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on August 14, 2015, 05:29:56 pm
I am rather annoyed by the fact that you can only scroll using wasd and not by using the arrow keys or by pushing the mouse to the edge of the screen or by holding down right/middle mouse button and drag.
you can also move around by right clicking the ground to recenter but that's annoying. I've always hated edge scrolling and only use WASD myself.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: inteuniso on August 14, 2015, 07:22:15 pm
I am rather annoyed by the fact that you can only scroll using wasd and not by using the arrow keys or by pushing the mouse to the edge of the screen or by holding down right/middle mouse button and drag.

I changed the control scheme to IJKL.

EDIT: And I have no idea if I changed it or it's just already valid, because the control screen is non-existent.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on January 20, 2016, 04:39:33 am
Jolly good, I think some clockwork necromancy is in order.

There is a new version out again, now featuring foreign offices, trades and so forth. Game seems to run smoother and better, no slowdowns due to population detected yet. Heartily recommended.

There was a freezing bug but once I reported it, hotfix was issued overnight. Splendid, I say.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Shakerag on May 21, 2016, 02:15:33 pm
rise_from_your_grave.wav

Looks like this is on sale on Steam for a little less than two days as of the time of this post. 

Didn't even realize this was out in early access!  Kudos!  I may have to throw money at this in the near future.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Mephansteras on May 21, 2016, 02:50:42 pm
So, how's this game shaping up at this point?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Tilla on May 21, 2016, 09:21:31 pm
I haven't checked out the latest build yet but they're entering beta finally
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on May 22, 2016, 09:08:14 am
The new build seems nice, but there are two questionable choices. First, event messages filling the screen are gone and instead they go to a message log on the right side of the screen. This makes them very easy to miss, I wish there was a toggle for it. Second, workshop queues are now module-dependant. So you can set one workbench to make planks and the other to make beds, simultaneously. This is mostly good, but you can't put in long lists of work to be done anymore. So I can't, say, tell the carpenter to make three beds, two tables and two doors. I can only tell him to make three beds, then put in the order for the tables when the beds are done.

One constant remains; early raids will fuck you up royally. There is a need for balanced pacing there or possibly embarkation choice regarding whether to go to a dangerous area or not.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Viken on May 22, 2016, 03:58:15 pm
The new build is good, but there are also some issues with it.  I've gotten instability crashes and whatnot after something like five hours of gameplay, which isn't bad.  I've also found that there are issues with stockpiles updating the amount of materials stored, thus interfering with the new workshop queues.  The Minimum # command doesn't seem to work at all at the moment.

Other than that it is shaping up fine.  Also, it only takes one or two soldiers to deal with early raids.  I've had bandits spawn between 3 and 4 in number, and the NCO plus another soldier or two will deal with them quite easily.  Also, build a barracks and make sure they train up to redcoats.  Heh.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Citizen Daniel on May 22, 2016, 04:31:39 pm
Hey folks :D

We have nailed down fixes for all of the crash bugs that have been submitted to us at this point, and we're testing a hotfix for them now so hopefully that'll be up today.

The alert feedback is great, and there are plans to make them a little bit more visible but I might put a little more emphasis on that going forward if you're not seeing them. The big things over the screen would just cause all sorts of pileup problems, and players would be about to click in the middle of the screen as it was coming up and click something they didn't want. It was a mess. Still not perfect but it's getting a lot of love right now.

The workshop thing was actually required in order for using large workshops not to be a nightmare though. If you have a power saw, for instance, it can currently only makes planks and maybe 1 or 2 other things, but can do them in large batches. The carpentry bench could make basically everything but very slowly. If we didn't make recipes per-module, if you had both in one workshop and a workbench finished a job a hair before a power saw, it might decide to take a job to make planks that the power saw really ought to be doing, and you lose a TON of efficiency off of things you can't really control. This does give players a little bit more gardening to do but honestly it's not inherently a bad thing to motivate a little interaction as long as the choices aren't always the same. If you're always building the same thing you can just build a few modules in the workshop, set minimum orders, and leave it there.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on May 22, 2016, 05:18:41 pm
The workshop thing was actually required in order for using large workshops not to be a nightmare though. If you have a power saw, for instance, it can currently only makes planks and maybe 1 or 2 other things, but can do them in large batches. The carpentry bench could make basically everything but very slowly. If we didn't make recipes per-module, if you had both in one workshop and a workbench finished a job a hair before a power saw, it might decide to take a job to make planks that the power saw really ought to be doing, and you lose a TON of efficiency off of things you can't really control. This does give players a little bit more gardening to do but honestly it's not inherently a bad thing to motivate a little interaction as long as the choices aren't always the same. If you're always building the same thing you can just build a few modules in the workshop, set minimum orders, and leave it there.
It does however cause lost efficiency as well, or an excessive amount of player fiddling with buttons.

Let us say I have a carpentry workshop with 4 stations.

My goal is to build 10 cots and 10 cabinets.

For cots I need planks. For cabinets I need bricabrac (sp?)

I could set the jobs as follows:

Station 1: Make planks up to 20 (aka always keep 20 planks)
Station 2: Make bricabrac up to 5 (aka always keep 5 bricabrac)
Station 3: Make 10 cabinets
Station 4: Make 10 cots

In this setup, suppose I have 3 workers in the work gang and I start with nothing but raw wood.

What happens?

One guy starts to make planks while everyone sits around, right? Well that's not good. That is 3 person's labour not getting done. Once a few planks are made, either some bricabrac or some cots get made. Either way it trickles through slowly. Not very sensible BUT it would get done eventually without me checking on it again. This is important because there is often a lot going on and remembering to juggle fiddly production orders over and over is tedious and demands a lot of attention

Instead I could do some calculations and discover I need (just as an example, I haven't looked at the numbers closely) 40 planks total. Well I could set each station to make 10 planks. It goes faster, but now I have to remember to check back when they've finished. And what if I also have a building (kitchen) pending that also needs planks? I need to remember to go adjust it upwards a bit and spread it over the 4 workstations. And once they've finished, I need to go set up jobs for bricabrac, then for cots, then for cabinets. Nowhere can I simply queue what I want and leave it, ala Dwarf Fortress's job manager wherein I can say "Make me 40 planks, make me 20 beds, make me 12 bookshelves, etc" and it handles the rest. In DF I can restrict a workshop's availability by profiles, saying "I only want this masonry shop making blocks while that one is available for furniture" and then no matter how many blocks or furniture I queue up, I know the blocks will only be produced in the block-restricted workshop (which is further restricted to allow only my shitty mason because quality is unimportant for blocks) while furniture is only made from my second workshop which only allows my grand master mason because he makes good stone chairs.

Perhaps the ability to group workshop modules together and establish a shared queue might work for this implementation?

In your example with the powersaw, allow the powersaw its own queue wherein I can tell it to keep me 35 planks and 22 bricabrac (or whatever) while the other 3 carpentry modules share a separate queue where I can put furniture and other boxed modules?

Basically the lack of a queue is kind of a killer for anything but very small batches, and any 'standing' production orders are a waste of a workstation because once fulfilled that workstation will never be used for anything else. I could just build more, sure, but now I'm being forced to be wasteful just for efficiently using my workforce or I have to cancel the order and reset it later which is annoying
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Shooer on May 22, 2016, 06:12:03 pm
A fix for now would to allow ques for each individual workstation.

A better way would to allow workstations to be grouped together and ques.  Example would be 3 workstations in group A set to make up to X planks, if no planks need to be made then make those, if enough those make these.  At the same time workstation group B would be set to make bricabrac, them and those.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: LoSboccacc on May 23, 2016, 02:48:47 am
even better when you queue up something the dependencies get queued as well if not available at emptiest workstation (see gnomoria for how that works in practice)
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: StupidElves on May 23, 2016, 08:50:55 am
Or a queue in which you set up that you want only sawmills to make item A, that way everything else doesn't try to make item A and things smooth out a bit faster.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: askovdk on May 23, 2016, 10:47:51 am
 >:(   I (still) can't play this game, as all textures for some reason are black.
I have asked on the steam forum and the devs are aware of the problem, - but just in case any bay12formite has had and solved the same issue, then I ask:

Has anybody else experienced that the UI was visible, but the 'world' was black in black?
And if so, - did you find a solution?
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Zangi on May 23, 2016, 11:06:11 am
Never had that problem, but I've only last took a gander at it a few months ago.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Wiles on October 07, 2016, 06:32:31 am
So this game is coming out of early access on October 26th. Has anyone been playing the more recent builds? If so how is it?

I've been eagerly awaiting this one, but I haven't heard much about it recently.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on October 07, 2016, 06:42:12 am
Unfortunately, the new builds have been heavy on micromanagement which has turned me off from the game for now. I hope they will reconsider the design choice.

Basically, a few versions back they introduced "repair trunks". These were basically things you built in different workshops and they were used to maintain production stations like bureaucracy desks and furnaces. This replaced the old system where something broke, you needed components that were used to build it.

This caused much consternation among the population so the system was scrapped. Instead, various workstations now eat resources. For example, bureaucracy desks now eat paper. While in execution this is different from the upkeep trunks, it is similar in thought. In order to have your colony function you need to churn out resources to keep other resources being churned out.

On a general level this would be okay if we could automate production, but right now it means you must constantly micro the supply of certain goods. It as well locks your build order of the colony into a certain line. So that in order to build workshop X you first need workshops Y and Z since they produce the things X eats. I guess that alone would be fine, it is just the micro that gets annoying.

It is a bit like Dwarf Fortress before managers etc and with a huge fort.

Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Mech#4 on October 07, 2016, 07:21:01 am
That sounds like the systems in "The Settlers". Different building chains requiring specific resources. Resources could be stacked up outside the required building so you had a buffer before they ran out/ I think you could use different resources of the same type for buildings (Like, coal mines require bread but you could supply meat) and they'd still work, just more slowly.

I can't remember whether the production chains in The Settlers was 1/1 or not. I think a piece of bread would allow the mine to output a few loads of coal, though wheat to flour might've been 1/1. I'm thinking of "The Settlers IV" here.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on October 07, 2016, 08:11:26 am
On a general level this would be okay if we could automate production, but right now it means you must constantly micro the supply of certain goods. It as well locks your build order of the colony into a certain line. So that in order to build workshop X you first need workshops Y and Z since they produce the things X eats. I guess that alone would be fine, it is just the micro that gets annoying.
Wait are you no longer able to set up a 'standing order'? I remember being able to set it to produce, for example, planks continuously until you had x number. Admittedly I haven't played recently because every time I tried I just got swarmed by bandits and killed, so I lost interest.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Majestic7 on October 07, 2016, 08:16:53 am
You can set standing orders, but you need to micro the orders to produce anything else then.

Oh yeah and recruiting soldiers is harder too, plus they use ammunition, same with hunters... So defending yourself requires a supply chain and is hard to do. In addition, only naturalists can hunt and hunting uses ammunition as well.

In general it feels just like... instead of making things deeper, they've decided to make existing things more complicated. It sounds similar but there is a difference. Instead of more options, we are required to jump more loops. I find it frustrating...but I suppose players who enjoy micromanagement like it.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on October 07, 2016, 08:23:34 am
You can set standing orders, but you need to micro the orders to produce anything else then.

Again, I haven't played in a while but when I did you could set orders per workbench so I'd just have one workbench dedicated to making an item if I had a standing order, and another for intermittent items I needed only finite amounts of. Did that change?

Managing supply chains I can do, I do this in DF all the time. It was more the 'whoops bandits showed up on day 2 good luck not dying' that annoyed me. If I have time to actually get production going I'm fine. I probably played an interim build where they were tweaking things.

In fact I think I'll fire it up again and see.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: forsaken1111 on October 07, 2016, 10:12:01 am
So it's not as bad as all that. Pistols require no ammo at all now, and are the default weapon. Ammo is fairly simple to make honestly. I'm going to restart this game as I did a few stupid things.

Don't anger the fish people early on.
Title: Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
Post by: Darkmere on October 07, 2016, 11:35:46 am
Man, I haven't played this since the alpha. I suppose a couple more weeks won't hurt.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: forsaken1111 on October 07, 2016, 07:27:00 pm
So this just happened.

Apparently the whole game is just a hologram!

Spoiler (click to show/hide)

I already reported it and sent them a save, but amusing nonetheless.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: BigD145 on October 26, 2016, 04:26:16 pm
Well this looks lackluster and people that have put tens of hours in say the same.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on October 26, 2016, 05:10:33 pm
It released less than 10 hours ago. Sounds like a good analysis, I guess?
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on October 26, 2016, 05:19:49 pm
I bought the game a couple of weeks ago. I played until I had somewhere around 50 colonists but stopped playing because there wasn't a lot going on and it felt like I was just waiting for stuff to happen. It felt like a game that has potential and could have used more time in early access. It has been in early access for a long time though so I assume they just really wanted to push it out now and decide how long they want to continue working on it depending on how well it does... Adding events and spicing up ones that were already there was a big part of the 1.0 release though so I'm hoping that things are better now.

I just started playing the 1.0 release but I'm not very far in, maybe an hour or two so I can't really say how much they have added yet. I've already run into some bugs though. They didn't release this build to be tested in early access beforehand so I'm not really surprised. Nothing gamebreaking yet though.

If you're looking at buying this I would recommend to wait and see how much people have enjoyed the release version after they have had enough time with it, because honestly the last early access build felt a bit lacking.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Retropunch on October 26, 2016, 05:23:35 pm
My favourite negative steam review:
"Sorry Gaslamp. I really wanted to like it. Sure I’ve got my money’s worth for 60 hours but I was hoping for more and was really surprised to hear it was exiting early access considering it was “missing” so much of what I was waiting for :("

60 HOURS. 60 HOURS.

Absolute robbery from Gaslamp. 60 hours of gameplay for £20. I am sickened by this brazen money grabbing from BigGaming. Just disgusting.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on October 26, 2016, 05:37:35 pm
I see your point, 60 hours is a lot of time to put into a game you dislike enough to give a negative review.

However I could see how it happened with an early access game. With this kind of game it takes a while to see how good it is. If the early game is decent you're encouraged to keep playing to see if the mid and late game are also good. Clockwork Empires has been in early access for a while (I'm not sure how long, 2 years at least). So this user could have kept trying it in the hopes that they fixed the mid-late game as development went along (which was pretty boring in early access).
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Criptfeind on October 26, 2016, 05:39:04 pm
There's also a whole idea of quantity vs quality. Even if the game has 60 hours of content (not actually that much for a sandbox colony building game actually to be honest.) and that's "your monies worth" (like this guy fully admits that it is) that doesn't make it a good game.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Retropunch on October 26, 2016, 05:53:09 pm
I can't agree that this might just be 'trial time'. 60 hours is seven and a half full days of gaming (playing for 8 hours a day!?). That's not 'trying it a few times during EA to see if it's improved' or 'lets see what end game is like' - that's some serious game play.

Anything that can keep you coming back for 60 hours must be doing something right, and is certainly worth £20.



Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on October 26, 2016, 06:21:38 pm
Yes, you are right there is something that keeps players coming back to early access games, in this case I think that it is promise that keeps people coming back. This game felt like it had promise during early access, but it hadn't yet fully delivered on it.

It took me 20 hours to get to the point in the game where I felt like I had experienced a lot of the content and could decide if it was a good game or not. Obviously the game isn't terrible or I wouldn't have put that much time in. But it wasn't great either, I kept playing hoping the game would build up to something, that I would get to experience the eldricht horrors hinted at throughout the game. But when I got there I found that the events were uninteresting and all that waiting had been for pretty much nothing.   

So lets say it takes you 20 hours to decide if the game is good. The game has been in early access for over two years (2 years on steam at least, pretty sure it was available through their site for longer). It has had multiple releases in that time so maybe this user tried the game through multiple releases over a period of years. Sure if you take 60 hours and put it into a time block of seven and a half days it seems like a lot, but when you put that time over a period of years it's not really that much...

Besides, I don't think the reviewer was trying to say that they didn't get their money's worth (since they outright say they got their money's worth). They were commenting on the quality of the game.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Mephansteras on October 26, 2016, 06:22:45 pm
I think what he means is that this player may have 60 hours worth of play throughout the entire early access timeframe.

So it could be that they have had lots and lots of restarts and little playthroughs whenever updates came out, and each time ended up quitting after a while because it wasn't quite 'there' yet.

Which is a bit different from "I bought this game on release and got 60 hours of play time from it but I'm giving it a negative review anyway"


Ninja'd a bit by Wiles
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on October 26, 2016, 09:26:43 pm
Well, there was a good stretch in EA that was getting the colonist interaction systems hashed out - framework building that let the rest of it come in. I'm not saying the endgame is awesome or whatever, I haven't played since alpha... but I have read some pretty neat sounding lategame stuff on the forums that I'd like to at least try before I make a judgment.

So far I'm a couple hours into a game and I do get that DF-ish feel to it that makes me want to keep going and poke at stuff, so it seems like a win so far?
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Krevsin on October 27, 2016, 12:45:46 am
Also for some games you really can't just put in a couple hours and see that you don't really like it. Sometimes you put dozens of hours into a game and only then figure out that hey, you're not really having any fun and that this has been a waste of your time.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: The13thRonin on October 27, 2016, 06:54:53 am
I'm still waiting for them to put in the actual game...
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Antioch on October 27, 2016, 10:40:13 am
I only tried this very briefly a time ago, but I found the interface to be extremely clunky.

Did it get any better?
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on October 27, 2016, 02:55:32 pm
I've only tried the release version and the version immediately preceding the release. So I can't really comment on how much it changed throughout the development process.

The UI is functional for the most part, but it's not pretty and I feel like it is missing a few elements (like why is there nothing on the mini map to indicate where your camera is?!). It's not as bad as a game like Dwarf Fortress, but it isn't slick either.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: BigD145 on October 27, 2016, 05:57:02 pm
The tutorial might as well have been a checklist at gamefaqs. It barely recognizes you've triggered certain parts of the checklist. The interface is minimal. You can at least set minimum items to have on hand. The two classes of people are not explained much at all. Why can't I set an Overseer to cut trees? Where would be a good place for a graveyard? How do Barracks work? I should make one, but how big, what should I furnish it with, and where do I make those furnishings?

"There's an artifact." Great. Sooooooooo now what...

Hey devs? There are people that have never played this game. You know that, right?
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on October 27, 2016, 07:46:05 pm
I can't say I agree. I didn't do a whole lot of reading up on the game and didn't watch any videos of it or anything and I didn't find it too hard to intuit. There was some trial and error but the tutorial gave me the basics and the rest kind of fell into place through playing.

I'm not sure what would be complicated about a barracks in particular, when you build it the game will tell you that you need an overseer assigned to it. As for furnishing the barracks, after it is built if you open up the building menu it will tell you what furnishings you need for it to function. And when you open the module builder menu to add the furnishings to your barracks it tells you on the tooltips which workshop you build said furnishings in.

How big do I make my buildings was a question I had at first too but I found it pretty easy to adjust after I made my first couple of buildings too big. I guess I can see it being annoying if you're the kind of player that wants to do everything optimally from the get go but for me I just plonked stuff down and if it worked, great, if it didn't I learned something and fixed it.

One thing that is a little too obscure for my tastes right now though is that some modules need to be researched before you can start building them but the game doesn't tell you that. For example there is no real indication that rugs need to be researched before you can build them, it shows up in the module builder and on the tooltip it says you can build it in the carpentry workshop. You go to the carpentry workshop and open your various workbenches and it doesn't show up anywhere. One of the developers has mentioned that they want to make it more obvious though so hopefully this issue will be resolved before too long.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on October 27, 2016, 09:53:13 pm
Yeah you can always deconstruct modules and buildings with zero loss and remake them.

There used to be a way to renovate buildings after completion to increase the footprint, but it was causing holy hell with the building renderer so I understand why it got axed.

I'm guessing from the way the foreign office works you have to have a lot of researchers to get progress on the bottom tech trees, which... I really wish you could pick the field you want.

EDIT: And I just realized you can by clicking on the primary research field. Guess I should actually build stuff and try it out first.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Trebz on October 28, 2016, 05:58:42 am
The interface is clunky and lacking in useful info. I didn't have enough resources to build a kitchen and couldnt assign an overseer. I got 'the resources and it was still unfinished even though I had two other newer buildings completed no problem. I had an eldritch horror within 30 minutes that just wandered around until I killed it.
DF gets more complex the more you build, CE doesn't seem to.

I do like the game and I think a lot of us here see the Potential in it. It could be really great, it's a shame if budgeting mismanagement killed it too soon. Maybe do a kickstarter to finish it if they have to.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Trebz on October 28, 2016, 06:26:18 am
So this just happened.

Apparently the whole game is just a hologram!

Spoiler (click to show/hide)

I already reported it and sent them a save, but amusing nonetheless.

Yer a hologram!

Gotta bite the bullet on this one early, you'll thank me later.

And the dev stopped updates 2000 years ago...
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: thvaz on November 02, 2016, 11:11:24 am
Funny how they started wanting to build a "Dwarf Fortress, but with a real UI" and ended up with reviewers saying DF has a better UI (and A.I.).

http://www.pcgamer.com/clockwork-empires-review/?utm_content=bufferd79d6&utm_medium=social&utm_source=facebook&utm_campaign=buffer_pcgamerfb
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on November 02, 2016, 03:27:38 pm
Maybe I'm in the minority but I didn't feel the UI is that bad. I mean, it is bad, but not on a Dwarf Fortress level of bad.

It's pretty ugly but it works.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Finndibaenn on November 02, 2016, 03:33:22 pm
Quote
And the dev stopped updates 2000 years ago...

this is wrong, they're been publishing updates regularly (at least once a month) since at least 2 year ago, you can check https://www.clockworkempires.com/development.html for details of each releases
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on November 02, 2016, 04:03:06 pm
Maybe I'm in the minority but I didn't feel the UI is that bad. I mean, it is bad, but not on a Dwarf Fortress level of bad.

It's pretty ugly but it works.

It's functional and I definitely like the personality tracker window, but there's a lot of things that could stand to be streamlined and polished a little.

All said the game just feels like it was released too early for some reason, but I like it enough to have played it some 30+ hours since launch and still going.

It's poking a great pig pile of potential with a stick, and at the rate I've seen the devs work on it I'm sure it will get there, eventually.

There's a big difference between something like this and... Towns or whatever.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: thvaz on November 02, 2016, 07:05:43 pm
Maybe I'm in the minority but I didn't feel the UI is that bad. I mean, it is bad, but not on a Dwarf Fortress level of bad.

It's pretty ugly but it works.

I'm pretty sure you described DF UI as well.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: BigD145 on November 02, 2016, 07:40:11 pm
Funny how they started wanting to build a "Dwarf Fortress, but with a real UI" and ended up with reviewers saying DF has a better UI (and A.I.).

http://www.pcgamer.com/clockwork-empires-review/?utm_content=bufferd79d6&utm_medium=social&utm_source=facebook&utm_campaign=buffer_pcgamerfb

Accurate.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Shakerag on November 03, 2016, 11:53:40 am
*sigh*  I had some big hopes from this game.  I loved DoD and was hoping to see their next game be great as well, especially with them moving in a DF direction.  Seems like it could still be good, but I think I'll have to wait on an update or two, especially with my resubbing to FFXIV recently.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Trebz on November 04, 2016, 10:28:22 am
Quote
And the dev stopped updates 2000 years ago...

this is wrong, they're been publishing updates regularly (at least once a month) since at least 2 year ago, you can check https://www.clockworkempires.com/development.html for details of each releases

Whoosh.jpg
It's a joke about the new theory that reality is a hologram. I was trying to say creationists think the game "earth" was released 6000 years ago and not updated for 2000yrs.....
:)
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Frumple on November 04, 2016, 12:21:49 pm
... that "new" theory's a few decades old (I remember well reading articles proposing it back in the 90s, heh), and obscure to boot. The joke ball didn't go over folks heads', it buried itself in the dirt before they noticed it :P
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on November 04, 2016, 01:25:20 pm
Plato's ideal vs the mundane has been kicked around by philosophers for a long time now. Not really new, the Matrix was a total rip-off.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Trebz on November 05, 2016, 07:28:20 am
But now they can mathematically back up the theory. It's less a game and more of a "boredom" simulator. Which game designers should learn from and avoid. Clockwork empires could work if they knew where to put the right focus. Rimworld has the right idea.

Early concept Clockwork empires was supposed to have a big city feel with the ability to zoom out really far. Watching one house get built is more boring than watching dozens get built.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Wiles on March 04, 2017, 03:41:26 pm
Looks like there might be a community patch in the future. https://community.gaslampgames.com/threads/community-patch-anyone-interested.20992/

I don't think the game will every be great, but maybe the community will be able to make it playable.

It's a real shame Gaslamp Games jumped ship and abandoned the game before it was done.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Puzzlemaker on March 04, 2017, 04:01:12 pm
I wish they would put up an official post saying what exactly happened.  Oh well.  It was fun while it lasted.

A port-mortem would be interesting.  From what I understand, one of their big mistakes was trying to make their own engine, and trying to do everything in 3D when 2D would have worked fine.  At least, that's the sense I get from it.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on March 04, 2017, 04:35:26 pm
From what I've gathered here and there, I think there were some hard feelings when the company split. That's a complete reading-between-the-lines guess on my part, though, I don't have anything solid to back it up.

I do think they could have been onto something good, there just wasn't enough content to really keep it afloat in the end.

Also truth be told it was just too micro-intensive in the endgame to really be that engaging as it was. There's a point in DF where your fort does the simple stuff on its own and you can look at bigger pictures. CE just compounded busywork for a lot of things.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Greenbane on March 04, 2017, 04:39:05 pm
It's a real shame Gaslamp Games jumped ship and abandoned the game before it was done.

More than that, I've read several reports that Gaslamp Games went under entirely. Not really official, but a good number of key individuals seem to have parted ways.

Quite a shame. Clockwork Empires had lots of potential. The dev blog showed plenty of work put into it, to the point one would feel something good had to come out of all that. But in the end it seems they just couldn't put a truly memorable product together.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Intrinsic on March 04, 2017, 05:11:56 pm
Yes i believe they went under, knowing GG from DoD they would not have just jumped ship taking the money ever if they could have helped it. I think the game was just way more complex to create than they imagined and sucked all their financial resources dry. So they released earlier than expected to try and get some funds in to continue working on it or pay bills. I'm sure we'll see them pop up under other houses at some point or even some start up another studio.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Antioch on March 05, 2017, 05:27:42 am
To be honest for in the short time I tried it it I didn't see anything that indicates well though out gameplay or or a well thought out interface.

But to be honest I also saw several issues with Dungeons of Dredmor as well that should have been obvious from a design perspective.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: genmac on March 15, 2017, 12:30:45 am
This is certainly one of the biggest disappointments for early access.  The Dredmor games were very complete but Clockwork Empires failed to deliver on:

* Any sense of fun.  It's just not fun
* Building was so janky and micro intensive that it makes you not want to play
* External threats (bandits, empire) were either super easy or retarded hard
* Managing stockpiles, farms, etc - a complete chore.  You never get any benefit from them, the most you can expect is bare survival
* Useless or unimplemented buildings like the barber shop - supposedly to heal your colonists, it just doesn't work.  Same for naturalist.
* No refund policy.  I sincerely regret spending the money to buy this game and I won't buy a game from anyone that was involved:

WHO IS GASLAMP GAMES?

Founding Partners:
Nicholas Vining : Technical Director
Daniel Jacobsen : CEO
David Baumgart : Art Director

Motley Associates:
Chris Dykstra : Director of Business Development
Derek Bonner : Web Developer & System Admin
Matthew Steele : Audio Specialist
Chris Triolo : Animator
Sean Hamilton : 3D Artist
Joseph Nejat : 3D Artist
Ryan C. Gordon : Hackmaster
Micah J. Best: Systems Programmer
Chris Whitman: Gameplay Programmer
Mathieu Dugon: Community Liaison
Andrew Ferguson: Build Engineering
Stephanie Tinsley Schopp: Public Relations Maverick

edit: The worst thing promised but never delivered (in a reasonable game session, I'm not going to play place the beds for 16 hours to see this):  The lovecraftian element.  There are cults, that affect nothing in the early game, and there is no real sense of horror at all for the vast majority of the game.  Maybe it kicks in after 20 hours of fidgeting with orders and snap tight modules, but nobody is going to spend that amount of time on it.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: NullForceOmega on March 15, 2017, 01:00:24 am
Gaslamp folded, hard to squeeze blood from a stone.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Majestic7 on March 15, 2017, 02:00:17 am
I think the game had a great idea and they tried, but just bit more than they could chew. Unlike with the shitshow that was Spacebase DF-9, I think the Gaslight dudes & dudettes gave an honest try. No hard feelings there from me, I enjoyed the game and am just sad to see the development stop. This seems to be the theme with Dwarf Fortress-inspired games. Even full teams can't compete with the mad genius of Toady. Have there been any great DF offshoots other than RimWorld?
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Mech#4 on March 15, 2017, 03:30:45 am
I was going to mention Gnomoria, as I remember it having quite a few updates and release to 1.0 but it seems like there has been little work on it in the last year and not much news from the developer. I believe the game still has a fair amount of content within it but the problems are outstanding bugs and the like.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Darkmere on March 15, 2017, 04:39:57 am
* No refund policy.  I sincerely regret spending the money to buy this game and I won't buy a game from anyone that was involved:

Yeah, there were refunds offered at least once during development, done manually by one of the staffers. Beyond that... I mean, the company folded, I'm not sure what else there is to say.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: forsaken1111 on March 15, 2017, 05:18:37 am
It's sad to see. I had a lot of hope for this game but it turned out bland and uninteresting.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Retropunch on March 15, 2017, 06:29:50 am
My issue with this kinda thing is that they game developers don't seem to realise when to stop and reign things in, and then not forewarning people that it's going down the drain.

If you've got 15 systems that are poorly implemented, reign it back to 10 and then get those working well (and in a fun way) - the good software developers I've worked with in the past have always managed to spot when things are getting to diffuse and unworkable and reign everything in to the core elements.

Take rimworld - it started off incredibly basic, but the systems worked well in a fun way, and it's now one of the best selling games on Steam.

I really, really liked the gaslight people - they all seemed great, sincere and engaged with the community, however there's a level of sort of...hubris when they can see it going downhill and then not admitting it and pulling everything back in. Most gamers, especially those who are into the 'indie scene' would understand and be quite forgiving - not saying anything and then folding out of the blue is however pretty unacceptable.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Antioch on March 15, 2017, 07:46:47 am
My issue with this kinda thing is that they game developers don't seem to realise when to stop and reign things in, and then not forewarning people that it's going down the drain.

If you've got 15 systems that are poorly implemented, reign it back to 10 and then get those working well (and in a fun way) - the good software developers I've worked with in the past have always managed to spot when things are getting to diffuse and unworkable and reign everything in to the core elements.

Take rimworld - it started off incredibly basic, but the systems worked well in a fun way, and it's now one of the best selling games on Steam.

I really, really liked the gaslight people - they all seemed great, sincere and engaged with the community, however there's a level of sort of...hubris when they can see it going downhill and then not admitting it and pulling everything back in. Most gamers, especially those who are into the 'indie scene' would understand and be quite forgiving - not saying anything and then folding out of the blue is however pretty unacceptable.

I think this is actually where most game developers fail. Doing a few things really good almost always makes for a better product than doing a lot of things mediocre. It also gives you a very good base to expand from with sequels or expansions.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Mephansteras on March 15, 2017, 09:04:38 am
Sad to hear that gaslamp folded. I was hoping this game would get polished up to a point where it'd be worth getting.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Retropunch on March 15, 2017, 12:48:31 pm
I think this is actually where most game developers fail. Doing a few things really good almost always makes for a better product than doing a lot of things mediocre. It also gives you a very good base to expand from with sequels or expansions.

Agreed! Keeping it lean, with a few great systems that all work together well - it's why older games are still so playable after 15/20 years; their systems just work well and are fun.
The counter argument can be Banished, which - whilst everything worked together well - attempted so little that it kinda left a bad taste in my mouth - I played it precisely once, and uninstalled it a few weeks later.

To me, this is all a symptom of the whole early access mess - developers keep dragging stuff out rather than putting together a proper finished product as they don't need to actually have a 'sales' date (which leads to the state we're in with hundreds of buggy, half finished steam games).


Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: lordcooper on March 15, 2017, 01:43:12 pm
This is certainly one of the biggest disappointments for early access.  The Dredmor games were very complete but Clockwork Empires failed to deliver on:

* Any sense of fun.  It's just not fun
* Building was so janky and micro intensive that it makes you not want to play
* External threats (bandits, empire) were either super easy or retarded hard
* Managing stockpiles, farms, etc - a complete chore.  You never get any benefit from them, the most you can expect is bare survival
* Useless or unimplemented buildings like the barber shop - supposedly to heal your colonists, it just doesn't work.  Same for naturalist.
* No refund policy.  I sincerely regret spending the money to buy this game and I won't buy a game from anyone that was involved:

WHO IS GASLAMP GAMES?

Founding Partners:
Nicholas Vining : Technical Director
Daniel Jacobsen : CEO
David Baumgart : Art Director

Motley Associates:
Chris Dykstra : Director of Business Development
Derek Bonner : Web Developer & System Admin
Matthew Steele : Audio Specialist
Chris Triolo : Animator
Sean Hamilton : 3D Artist
Joseph Nejat : 3D Artist
Ryan C. Gordon : Hackmaster
Micah J. Best: Systems Programmer
Chris Whitman: Gameplay Programmer
Mathieu Dugon: Community Liaison
Andrew Ferguson: Build Engineering
Stephanie Tinsley Schopp: Public Relations Maverick

edit: The worst thing promised but never delivered (in a reasonable game session, I'm not going to play place the beds for 16 hours to see this):  The lovecraftian element.  There are cults, that affect nothing in the early game, and there is no real sense of horror at all for the vast majority of the game.  Maybe it kicks in after 20 hours of fidgeting with orders and snap tight modules, but nobody is going to spend that amount of time on it.

If seems kinda unfair to hold people like artists and web developers responsible here.  They did what the boss said and get no real say in business/design choices.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: forsaken1111 on March 15, 2017, 02:47:53 pm
On the other hand, some of the art is atrocious. And some of it is great. I don't know who did what.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Yolan on March 16, 2017, 02:01:59 am
Glad I dodged this one. I wasn't so lucky with Space Base. Never buying another DoubleFine game after that.

Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Majestic7 on March 16, 2017, 03:41:10 am
I was really pissed with Spacebase and DoubleFine is on my shitlist forever due to it. I didn't feel cheated in the same way with Clockwork. The game is not as good as it could have been, but it is completely playable and finished. I'm just sad for the potential that didn't come to be, but I don't feel like I bought chocolate and was sold shit instead.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: ChairmanPoo on March 16, 2017, 07:13:47 am
Glad I dodged this one. I wasn't so lucky with Space Base. Never buying another DoubleFine game after that.
For me it was the other way around. I dodged SB but bought into this one's EA.
In the last 6 months or so I've decided against preorder and early accesses though. Too many bad experiences. My last one was The Last Leviathan and boy do I regret that
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: EnigmaticHat on March 16, 2017, 01:13:50 pm
My rule is don't by EA unless you actually would enjoy playing the game in its current state, and don't preorder unless you're so into a game you know you'll ignore bad reviews.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Mephansteras on March 16, 2017, 02:15:27 pm
Pretty much the same for me. Although I will back Kickstarters that I want to see happen if they have a $10-15 base digital price. I can afford to have a few of those not happen or suck in order to get gems like Darkest Dungeon get made.
Title: Re: Clockwork Empires - 1.0 release October 26th
Post by: Descan on March 16, 2017, 04:32:01 pm
My rule is don't by EA unless you actually would enjoy playing the game in its current state, and don't preorder unless you're so into a game you know you'll ignore bad reviews.
Yeah. Because of the way it's become on Steam, I just treat Early Access games as normal, complete games: If I like the thing I will be getting in an hour or two when it complete download, I'll buy it (or more likely wait for it to go on sale), otherwise I'll pass. Might put it on my wishlist to see how it looks in the future, that's the only way I treat EA games different.

and as for *EA* games, I don't touch those with a ten-foot pole. Nor Ubisoft.