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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Shades of Tofu

[SCENE: The Gaslamp Games Offices. THE NEW OFFICES. DAVID BAUMGART, ART DIRECTOR, enters the Break Room.]

David Baumgart, Art Director, enters the break room. Programmer Art Depiction.

David Baumgart, Art Director, enters the break room. Programmer Art Depiction.

DAVID: Wizards, grain silos, Utretcht, tank simulation… ah, it is good to be a vegan! Horrible frost giants! And now, lunch.

[DAVID opens the door of the fridge. Inside is BEEF JERKY, which leaps out and attacks him.]

DAVID: Alas! I die.

[HE COLLAPSES. Enter DANIEL and NICHOLAS from the Break Room Door.]

NICHOLAS: David is being attacked by beef jerky! It must be Wednesday. Quickly, get him onto the table.

[THEY DO SO. The table collapses. OH WELL.]

DANIEL: The beef jerky is … attacking his mind, somehow. It’s corrupting his vegan essence.
DAVID: I… deny then… my essence…

[SCENE: In David’s mind, terrible flashbacks occur. The company is formed in a basement. Dredmor ships.]

NICHOLAS: Fascinating.
DANIEL: You can’t say that – we’re parodying The Next Generation, not The Original Series.
NICHOLAS: Look! He’s remembering old blog posts… in his dreams.

[DAVID PROCEEDS TO REMEMBER.]

David Baumgart proceeding to remember happy memories (in this case, a carrot.) Programmer Art Depiction.

David Baumgart proceeding to remember happy memories (in this case, a carrot.) Programmer Art Depiction.

DAVID: mumble, mumble… Scott Pilgrim ruined it for all of us… mumble…

DANIEL: Now it looks like he’s experiencing good memories.

[DAVID PROCEEDS TO REMEMBER “GOOD MEMORIES”:

Clockwork Empires’ Early Access Announcement
– That GDC trip where Stephanie got us all Hand Lotion
Six months of early access updates!
– 4,700+ repository commits
– 22 experimental builds released to the public
– coverage from just about every major PC gaming site on the planet
The Beauty of Poetry
Whatever this thing is!]

DANIEL: It’s no good. The Beef Jerky is getting to him. Maybe if we make him… remember bad memories, it will damage the virus. Jerky. Jerky virus.
NICHOLAS: We can induce bad memories with Medicinal Liniments. Remember, under no circumstances take medical advice from me!DANIEL: Aren’t all those good memories *your* blog posts?
NICHOLAS: Whatever. Here, let me stick needles into his head.

[DAVID PROCEEDS TO REMEMBER “BAD” MEMORIES”:

– Making three Clockwork Empires Trailers
– That GDC trip where Stephanie got us all Hand Lotion
– The last time we parodied Inception]

DANIEL: Hang on, let me set this machine to “Programmer Art.” There we go.

[DAVID AWAKES, SCREAMING.]

David Baumgart Awakes from a Horrible Dream. (Also, he is wearing Mittens for some reason.) Programmer Art Depiction.

David Baumgart Awakes from a Horrible Dream. (Also, he is wearing Mittens for some reason.) Programmer Art Depiction.

DAVID: What happened?
DANIEL: You’re on vacation, so we made fun of you in our year-end wrap-up blog post.
DAVID: Ah, it must be Wednesday!

NICHOLAS: That’s it for us, folks. As always, we thank you for your patronage and look forward to seeing you in 2015! Happy New Year!
DAVID: … who are you talking to again?
DANIEL: Gnomes!

[ALL LAUGH. CREDITS ROLL.]

 

 

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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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Gamifying Synergy Through Delegation (Or: More Combat Design)

Uh, I mean, hey, we’re making a management sim!

We talked a long time ago about designing combat for Clockwork Empires, and there were a few things involved in our design that we’ve carefully been unpacking. The most important thing for us for the combat was the statement: “Combat should be slow, mostly positional, and have its outcome determined by supply and setup instead of tactical micromanagement.”

(Not representative of final game product.)

(Not representative of final game product.)

Which… we’ve done almost none of so far, BUT we’ve been setting the pieces in place for proper implementation. “Supplying and setting up” the feature, if you will.

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The Prestige (Menu)

Every great blog post consists of three parts.

Whenever Nicholas talks just imagine Lord Palmerstoke.

Whenever Nicholas talks just imagine Lord Palmerstoke.

The first part is called “the pledge.” The blog author, working on behalf of the programming department, asks you to see a perfectly ordinary game. It has some quirks; it has some issues. Some of these issues are things that we are cleaning up this month as part of ongoing patch-work. In particular, I have spent most of this week so far adding the ability for buildings and modules to be removed and destroyed, and for zones to be removed and destroyed. (As part of this, farms are going to have a set up menu similar to those for buildings.)

The second part is called “the turn.” In this part of the blogpost, we mention that we finally figured out what’s going on with the Mac build and why it was throwing Lua errors all the time. This has been fixed, and will be pushed to the experimental build for further testing, once the next experimental revision goes up. We will also quickly note that Linux support is coming along as well – we are now mainly waiting on the additional work to get it building over here and not just on Ryan’s machine, but I think we now have all the pieces. Again, we’re sorry this is taking so long, for those of you on alternate operating systems.

The third part of the blog post is called the Prestige Menu.

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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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Clockwork Empires November Update: BANDIT ATTACK ON ‘FIGHTIN’ VICAR ZEDOCK WOODBURN’S FRONTIER CHAPEL

It is time once more for the monthly update to Clockwork Empires! We are now at v33, or as we like to call it, Bandit Attack On ‘Fightin’ Vicar Zedock Woodburn’s Frontier Chapel.

novemberPromoIllustration_final_small

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

Important note: the Clockwork Empires renderer got a huge overhaul. We encourage you to update your video drivers for Queen & Country.

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

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

MacOS and Linux users

OS X users: We thought we had it, but it turns out there’s one outstanding problem owing to having incorrect libraries being loaded – somewhere – for Lua. We’re still tracking this down, and will have this out as soon as we can.

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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