Author Archives: Nicholas

How To PR: The Gaslamp Way

We are at GDC! More specifically, we are in a Hotel, which we are not allowed to leave. If we leave the Hotel, our PR person will shoot us. What we are doing at GDC is we are demoing Clockwork Empires for Members of the Press, so that they remember that we are alive. So far, the press response has been overwhelmingly positive.

Evan Lahti from PC Gamer got the first hands-on look at Clockwork Empires before GDC; we think he’s some kind of Space Pirate or something. You can find Mr. Lahti’s preview here. Inside you will find many of the secret things we have been working on revealed, including Steam Knights, Cultists, Eldritch Modules, and more. Behold its deadly secrets and quake in wonder. You will also find, revealed therein, that the game will be available – thanks to the dreaded manipulations of Early Access, the Wonder of the Scientific Age – soon for those of you brave enough to help us in the development process. We will be discussing this in further detail later.

Since Evan has already kindly written about our game this week, I’m not going to. Instead, here are some notes on the PR process of showing the game to forty different journalists in a five day span.

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March Technical Status Update: HRRRRRRRNGH Edition

We will be at GDC next week, showing Clockwork Empires to people. How does this impact your life, you ask? First, there will be a Flurry of Exciting Things for you to read. Second, next week’s blog post will probably be more pictures of Sean drinking beet juice or something. Third, we are hard at work adding polish and spit to various parts of the game in order to get it ready to the press. This spit will eventually be transferred to you, the customers. Fourth, this is a terrible metaphor.

This is the paradoxical nature of game development: trying to finish a game, while making your PR department happy. One of the reasons why we have been writing about fungus, querns, and whatever the heck else people are writing about is because we have promised that the Rites of Revelation can be performed by various Reporter-Type Entities from Beyond the Stars. Once things are Revealed, according to the Cosmic Prophecies, we will let you know where you may find these revelations! In the mean time, we shall repeat the ancient chant of our people: “Man, PR is weird.”

There are, however, some exciting Things that have shown up on the programming side of the world. We can tell you about these things! We are now at Revision 12 of pre-alpha testing, for instance, and the game has improved substantially. Some milestones on this front include having in-office testers playing the game, seeing where they get stuck, and fixing these things; and, as of today, expanding our tester pool from our main six testers to a supporting cast consisting of other developers and friends. Next stop: random people from the Internet.

We haven’t actually done a technical status update since December, I guess? So it’s been awhile. Let’s look at some stuff.

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Modules and Decoration

As we have discussed previously, the primary tool for augmenting a building’s function in game is a module. Modules include things like doors and windows, and come in two categories: required and optional. Required modules are those which are needed to get your building up and running at all – in the case of a workshop, this would include a workbench, a desk for your Artisan/Overseer to manage their paperwork with, and a door. In the case of a Lower Class House, you need one cot, and… well, again, a door. Doors are good things to put on buildings.

Careful with that hammer! Don't want to let the aetherically-energized gaseous radium out of the Glow-Long(tm) lamp.

The Ghosts of Future Work haunt this carpentry shop. (& The aetherically-energized gaseous radon Glow-Long ™ Gas-Lamp is truly the finest lamp.)

Optional modules are those which upgrade the effectiveness of your building. For instance, a carpentry workshop can have a Power Saw installed. The power saw lets you perform certain tasks (such as making planks) faster, and you can have multiple power saws. You can also have multiple carpentry workbenches, and this might be a good idea as each person can only use one carpentry workbench at a time. If you have a particular desire for planks, which are Useful (for instance, for building more carpentry workbenches), you might want to spend some resources building power saws.

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A Day In The Life of an Overseer: A Clockwork Empires Choose-Your-Own-Adventure!

Something like this.

Something like this.

(Dear Reader: In order to supply high-quality content to you, the Reader, in this age of the Internet, we bring you one of those wacky Choose-Your-Own-Adventure blogs in a style that the kids love.)

You are MURIEL COGSPROCKET. You are an OVERSEER for the colony of GREATER MUSHROOMHOOD. You enjoy HATS, BEETLES, and LOOKING INTO THE SEA. Your job is to attempt to SERVE THE EMPIRE and THE QUEEN while not GETTING STUCK or CRASHING.

 

 

Do you…

  1. Attempt to gossip with your neighbour? (If so, please turn to Page 2.)
  2. Attempt to do Overseer work? (If so, please turn to Page 3.)
  3. Go home? (If so, please turn to Page 4.)
  4. Walk into the sea, never to return? (If so, please turn to Page 5.)

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What We Learned At Steam Dev Days

Like many of the other privileged few of the PC Game Development World, Daniel and I attended Steam Dev Days last week. We met a number of lovely people, and unlocked crates filled with things that are potentially unstable but nonetheless have high economic demand.

We also went to a series of valuable, inspirational talks by Valve employees in which they explained their strategies for game development and how they do business. The effect on our game development has been startling. We think you will be pleased by our new business model.

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Stickiness and Networking

(TL;DR: We got the first version of multiplayer working. Skip to the end of the post if you want to read more about that.)

Our debug model placer interface would like to tell you about the fine qualities of the monarchy.

Our debug model placer interface would like to tell you about the fine qualities of The Monarchy.

My time right now on CE is evenly divided between three things: the completion of new features (finishing the dynamics system, at present); revival of old features which stopped working due to bit rot at various points in development (animals, steps leading into buildings, etc.), or moving the pre-alpha from “let’s get it running on computers” to “let’s get it playable on computers where everybody actually moves, and does their jobs under real world conditions.” Hooray! Bug busting.

I like to think of this as making the game less sticky. Basically, what the last part means is this: sometimes, in the current build, people may never pick up a job, or may stop working altogether. Sometimes, under rare circumstances, the game will crash. (this has now been fixed.) Less damning problems include things like misbehaving UI widgets – things that don’t work correctly, things that accept mouse clicks that they shouldn’t (buttons in the UI accepting clicks from scroll bars, etc.) to latency. It is very much like somebody has dumped an enormous jar of honey into your video game, and you need to remove it all – ergo, stickiness. As you may imagine, chasing these through a game with the complexity of Clockwork Empires is quite a mess. Right now, for instance, I am working on the cheerful problem of ensuring people do not get trapped in modules when they are built, which means that before building a building characters must wait for all characters to leave the build zone before they actually go ahead and change the obstruction layer. The problem, of course, is that the builder is also a character – and he’s in the build zone, waiting for everyone else to leave – which means I need to calculate a list of all the squares next to a building or module that are next to it (so the character can build), but not in it (so that the character gets trapped).

"It's got me!  ... Go! Save yourself! There is no life for us, together, any longer. My place is here now, embedded in the floor of the carpentry shop."

“Go! My place is here now, embedded for all my days in the floor of the carpentry shop I myself built. Alas, but for what cruel irony was wrought by these, mine hands.”

These are all easy things, but annoying, and a lot of them have been fixed. Highlights include: not using a destroyed item as a building material for another building (crashes the game); ensuring that if your job item is destroyed, your job cancels correctly (people would get stuck); ensuring that, if your job got cancelled, you started at the start of the next job and not half-way through it (random things, breaking, forever); etc., etc. This is all standard bug hunting, but it’s the difference between a sort of wobbly tech demo and something people can actually play. I’m happy to report we’re grinding our way through it at a good speed, so it’s feeling more and more like a game every day. I know I keep saying that, but it’s true!

What is more interesting, though, is networking.

micah_workstation_photo

The half-eaten tub of chili in the middle of this photo really sells it. In other, related, news Nicholas is never allowed to take pictures of anything for Gaslamp Games ever again.

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Happy Holidays!

This year has been exciting, hasn’t it? We did an enormous quantity of game development, we blogged about it, and we released our first ever trailer (and launched a website!) for Clockwork Empires. Even better, builds are trickling out of our factory of fun, albeit in rough and unfinished states.

2014 promises to be even more exciting. Now, however, we collapse in a heap on Christmas and prepare for the new year by exploding forth in a blaze of regenerative energy – exactly like Doctor Who.

A Very Diggly Christmas by Joseph "Rockwell" NejatSo, yes – we’re taking a week off. Normal blogging service will resume in January. Please enjoy your Festive Jars, and remember to consume Selenian fungal spores responsibly this holiday season.

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December Technical Status Update: Santa Quag’garoth is Coming To Town

At a certain point, game development just comes down to iteration. You build a big pile of things, and then you iterate on them.  Then, you iterate on them some more… and then some more. Eventually, after enough iterations, you get a game, or the Standard Template Library (whichever comes first.)

One of the major driving forces behind said iteration is the fact that the game is now in the hands of Real People, in limited quantities. We have done five internal test releases so far – a bit slower than I am happy with; the first four test builds mainly focused on performance and getting things working somewhat better on people’s terrible hardware (see blog post from a couple of weeks ago); the fifth test build put combat, barbers, and phrenologists back in the game, as well as turning on More Useful Features (like mining.) So what we have right now is a game buried under a shameful selection of UI failures, which we are now trying to extricate ourselves from for Revision 6. This has mainly led to David learning how to use the Doctor Nicholas Vining Patent XML UI Syntax Guaranteed to Vivify The Spirit and Improve Marriage, which has led to this:

Secretly, I think we’re all just wishing for the good old days when he would send me large Excel spreadsheets of coordinates for Dredmor…

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