Author Archives: David

Booze, Madness, and Fiscal Responsibility

This was going to be about why you shouldn’t chug two bottles of hard liquor – and it still is, really. A matter of weeks ago, colonists in Clockwork Empires could (and would) drink to great excess when they were the least bit upset. Which is almost okay in a semi-grimdark Historically Accurate Frontier sense of things, but the point at which a colonist  knocks back multiple bottles of whisky is going too far, for lots of reasons, not the least of which is that we’d expect a normal human to have horrible alcohol poisoning after such a stunt. Plus the economic balance is uninspiring, considering the opportunity cost of making booze vs. bread (related, tangentially, to a re-balancing adjustment that doubled hunger growth).

Sure could use a drink.

Sure could use a drink.

So what’s booze to do in Clockwork Empires and how can it help my colony when it’s turning into a big mess? And how do cults work into it?

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Clockwork Empires February Update: THE MISTS OF ANTIPODEA

From the mists emerges- an update to Clockwork Empires with a not-unreasonably lengthy title!

The Mists of Antipodea

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes:

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So You Want To Form A Cult

We’ve been a bit coy about portrayal of cults in Clockwork Empires because we’ve wanted to keep them mysterious. Don’t show the monster. But if a cult forms in the woods and no one bothers to really tell the player what’s going on, did it matter? Perhaps not.

Add three black mana to your pool.

Add three black mana to your pool.

Aside from that, the mechanics we built made it in the player’s best interest to instantly execute anyone they suspect of forming a cult, which happens when you give people any kind of free time. Which is kinda interesting in a brutal way, but if another day of executions is the only valid response to cults, then is this not simply eldritch whackamole?

So we sat back and asked ourselves: Where do we want to go with cults? What player choice should they involve – why would a player want to keep a cult around (aside from morbid curiosity which, granted, our players seem to have in abundance)? How much do we tell the player and how much do we keep as a Fun Surprise?

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Clockwork Empires January Update: Enola Brimble’s FINE DAY In Which Everything ISN’T Going To Explode

Suddenly an UPDATE appears! We’re on to v35, filled with mostly a bunch of completely random little things which aren’t easily summarized in a tagline. But we assure you, they probably won’t explode! Unless they’re meant to. Onward-

ce_jan_promo_illustration_half

This update will go live to every Clockwork Empires player via Steam!

We have also updated our Clockwork Empires: Development Progress report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

Patch Notes:

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Mining & Maintenance

Prologue: Last month we divvied up tasks based on some Agile concept; I believe we’re “writhing” through the next “suffering revolution” on the “Wheel of Pain”, if I have the terminology correct. I proposed that we shove Mineshafts off the current month’s TODO because I didn’t think they were as important as other features. Naturally the task of implementing Mineshafts ended up being assigned to me, as is only correct according to the Iron Laws of Bureaucracy.

Mineshafts

Subsurface mining is pretty straightforward because we abstract the details: the player builds a “Mine” building with a “Mineshaft” module (and at least one door! we’ve had problems with people not putting doors on things!). Once these are built, the player assigns a work crew to the Mine. Using the recent code done for Chapels and Laboratories, the labourers in the mining work crew are transformed into properly-outfitted miners wearing the correct uniform and everything – it’s great to finally get these occupation-specific models into the game properly!

Hey, you! Stop being sad in my screenshot, you're bringing everyone down!

“Hey, you! Stop being sad in my screenshot, you’re bringing everyone down!”

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Happy Holidays From Gaslamp Games

fishmas_card

We’re taking the week off! If you’re holding an occult ritual this week, celebrating something more civilized, or if it’s just business as usual, we hope you have a great time doing your thing, and we’ll be back next week :)

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Clockwork Empires December Update: The Ghastly Tale of Amon Chalkbracket’s ELDRITCH TRANSFORMATION

It is the time of UPDATES. The game has transformed into v34, filled with new features and horrible Fun to discover!

CE_december_update_illustration_small

This update will go live to every Clockwork Empires player via Steam!

That’s not all: for your enjoyment we have a short, educational video about Current Issues faced by Colonial Science:

We have also updated our Clockwork Empires: Development Progress report!

(Don’t own the game? Clockwork Empires can be purchased on ClockworkEmpires.com via Humble or from Steam.)

Want to hear about all sorts of updates via email plus receive silly images from development? Sign up for the newsletter here.

MacOS and Linux users:

OS X users: There are still some graphical issues on various Macs, but it should run fine! Please let us know if you are having graphical issues, and (if so) what version of OS X you are running on, and which video card.

Linux Users: We are still working on Linux support, which (as always) is waiting on us to fix a million references in the code base to case-sensitive filenames, as well as setting up the build machine to correctly dispatch Linux builds of the game (which have to be built with a special, hacked-together compiler) to Steam. Your patience continues to be appreciated.

Patch Notes:

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Gaslamp Never Rests: Office Moving & Gameplay Science

Once again the wheel turns. The Time of Change is upon us. Those who are unready will fall defeated while the once-humble may ride chaos to reign victorious! 

By which I mean we’re moving the Gaslamp offices again. That’s pretty neat, right? Let’s look at pictures of boxes. (There’s a changelog for the experimental build which should be coming out today at the end of this post, so if you want game-relevant stuff you’re going to have to look at our silly moving pictures.)

Daniel is so excited about this.

Daniel is SO excited about packing up all of our paperwork.

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