Daniel suggested that I should pick out some of the juicier fixes and additions from the change log of our latest internal test build and talk about them; it’s also probably instructive to show some of the feedback. Our internal test build of Clockwork Empires is now on Revision 18. We usually do builds about once a week, but this week we had to do an Old-Timey Dredmor-Style Hotfix for Revision 18 because it introduced a bug where people kept spastically trying to pick up and put down shovels, and so now we are at Revision 18A. Some edited highlights:
- The dodo is back in again. Yes! It now eats all your crops, but it doesn’t get stuck in a berry bush; additionally, hunting work crews will pick up any weapon that is suitable for them and will then go off and create a hideous, bloody dodo flesh massacre. This leads to enormous piles of dodo corpses lying around, including being found in houses and on the steps of upper class houses. Currently, you cannot do anything with a dodo corpse. (You now receive two Dodo Drumsticks if you butcher the corpse -David)
Some long standing bugs in the roof code have been fixed, which now enables us to produce exciting, old-timey structures like this:
- Also, as you will see, we cleared the distortion of textures on the roof up, and can now have structures with this sort of a layout (nicknamed “The Yogs Castle” in our bugtracker, as it was the Yogscast guys at GDC who first created it and managed to blow up the building code):
Inside the building… why, it’s a dinner party:
Thanks to the new module code, chairs now work from a variety of positions, although we still have to do connecting logic to make the interaction between chairs and tables work better. Typically, players create a table and immediately surround it with four chairs; the work crews build the chairs, then are totally unable to build the table as there’s chairs in the way.
- We are starting to put mining back in. Previously, mining has been accomplished via stand-alone mineshafts; the new plan moving forward is that a mine is a building like any other, with mineshafts being part of that. You can additionally upgrade it with things like water pumps and steam distributors so that your loyal citizens may dig faster, further, and deeper.
Much of what needs to be done now comes under the heading of “stuff I have put off for as long as humanly possible, but now have to do”: new road rendering code, finishing my part of the save game system, reliable job interrupts (eating can interrupt a job, attacking can interrupt eating, eating cannot interrupt attacking, etc.), and adding the ability to place modules in the corners of buildings. On top of this, there’s pile of obscure bugs and small bits of polish left to do, and putting in some more fun tonal details before we’re ready with an early access build.
Alea jacta est!