All posts tagged with "the Unblinking Eye of the Baleful Star watches over all subjects of the Clockwork Queen"

You take the story and you put it in the economic simulator

please_dont_sue
One of the next steps for us in terms of the actual GAME development is going to be the inclusion of work time and not-work time for the characters.  This is kind of tricky, because if you have a button that lets you control how much of any given time period a character works, you’re going to want to crank it all the way up.  And when the characters get cranky, you’re going to want to just ignore their demands for the good of the production chain.  But we want your characters to not be working sometimes, because that means that they can form relationships with other people that they don’t work with, and they can sleep and drink strange liquids and have Super Secret Meetings.  It’s important!

This is a trap.

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Tales from the UI Skunkworks: Military Management, Episode One of A Gazillion

User interface design is, honestly, one of the most difficult parts of creating a game.  Every button has a profound impact on how people will be motivated to play (or not play) a game.  I suspect this is why so many games seem to almost consciously decide not to experiment too radically with UI.  It’s so much easier to just build it the way people are used to rather than building it the way that perhaps it should be.  We’re no different; Dredmor’s UI has a lot of flaws that we didn’t see at the time of development. For instance, it turns out that Inventory Management isn’t actually a super fun mini-game. Even then, we completely overhauled the Dredmor gameplay UI some 4 or 5 times before we settled on a system which is still flawed, and to this day leads people to play the game in a way that detracts from the experience. Such is game development.

Not like this. Never like this.

We are doing our best to apply the lessons learned from Dredmor to Clockwork Empires. Not all of these lessons are applicable, of course, as CE isn’t a Roguelike — and there are a lot more moving parts to control. Granted, there are also a lot more strategy/management style games with real-time mouse-based UIs to draw from, and we have played a ton of them; however, by virtue of making a game that crosses the genre-streams a bit, none of these systems perfectly fit the needs of CE. For instance, dropping a Starcraft control scheme on the game would be inappropriate because Starcraft is (arguably) about competitive micro-managing, optimized build orders, and a bit of gambling on the current “meta”. In contrast, CE is ideally about creating stories within its simulation.

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