All posts tagged with "spite-based game design"

The Fishman

THE FISHMAN

[set, roughly, to the meter of Edgar Allen Poe’s “The Raven”]

bedOnce upon a midnight dreary, while I pondered weak and weary,
having just returned from GDC a couple days before,
lying in my bed with con flu, none too happily sorting through
the impressions of the journalists who visited before.
“They struggled with the game,” I muttered, “having never played before.
These struggles I do so deplore.”

clickingAh, distinctly, I remember, it was in my warmest sweater,
as each JIRA ticket crashed like waves upon the ocean shore.
Eagerly I watched the replays, studying hard and searching for ways
to improve the user’s gateway into CE’s dreadful lore.
The mouse clicks were not working, as they once had worked before,
for putting things onto the floor.

{ read this article }

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

Steampunk Central America: Adventures in Sort-of Verisimilitude

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

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

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

Steampunk Central America

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

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

Literally the broad strokes.

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

Erupting with enthusiasm.

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

{ read this article }

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