All posts tagged with "a most exquisite cabbage simulator"

Cultivating Gameplay: Game Design in CE

Clockwork Empires is an exceedingly complex game. Each new system interacts with each existing system in ways we necessarily can’t predict. And unpredictable consequences are, to some degree, the goal of any sandbox game worth its cabbage. But there are failure states where the whole web of systems kinda slumps over to one side, repeating the same beeping noise. This isn’t interesting, so we have to poke and nudge the game back to where it does interesting things again. This is called “Game Design”.

Is that metaphor getting awkward? Let’s get to the specific example I had in mind: balancing food & farming gameplay in Clockwork Empires. This is going to go into Exciting exhaustive detail!

Farming, step one: kill anything that isn't human.

Farming, step one: kill anything that isn’t human.

(By the way, we’re doing the big monthly update of Clockwork Empires next week! The Development Progress page will be updated at that time. Details to be released soon.)

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Ripe for Harvest! (And the CE rev30 Update)

Upcoming “Early Access” Launch of Clockwork Empires

On Friday, August 15th Gaslamp Games is going to be launching Clockwork Empires on Steam Early Access. We’ve been hard at work stoking the boilers and polishing the cogs for the big day. If I may be so bold: the game receives noticeable jumps in quality as each patch is released and we’re pleased with how things are coming along.

We will, by the way, be updating the Clockwork Empires: Development Progress page alongside the Steam launch so you can follow along with the overview of project progress as we transition from “Earliest” to “Early” Access. (Speaking of, the latest Clockwork Empires update patch notes¬†can be found at the bottom of this post.)

Around here, it’s not just knife-fights and musical numbers – sometimes we even do some game design! Let’s talk about what people really play Clockwork Empires for: cabbage.

Farming Overhaul

That's no pumpkin!

(For our sharp-eyed readers: Can you find the pumpkin that isn’t a pumpkin?)

No, this is about farming actually. Farming got an overhaul and I’m going to talk about it.

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Indie Game Development Rock

Jira_ticketWoof! You sure have to do a lot of programming to get a game into Early Access on Steam, on August 15th, for $29.99. (Hint, hint.) But I wonder what this sad little JIRA ticket is…?

I’m just a change, yes, I’m only a change,
And I’m sitting here at Gaslamp Games,
Well, it’s a long, long journey, to get onto Steam,
It’s a long long wait, but a change can have dreams,
But I hope someday I’ll be a patch,
Or else we’ll have to write this code from scratch!

Gee, change! You certainly have a lot of patience and courage!

Well, I got this far. When I started, I wasn’t even an idea! Some folks playing the Earliest Access build decided that they wanted a new feature, so they bugged the developers on the forums until the developers said “Yup, that’s probably something we should fix,” then they wrote me a JIRA ticket and I languished in another pile of JIRA tickets until somebody got around to it. And I became a change, and I’ll stay a change until they decide to push me out in a patch.

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Posted in Clockwork Empires | Tagged , , , , , , , ,

The State Of The Empire: Summer 2014

It’s time for real talk.

We are indeed launching an Early Access version of Clockwork Empires this summer and we want to make sure that people know what they’re going to get if they purchase the game at the first opportunity. The classic pitfall of Early Access games is for a developer to give players unrealistic expectations about what the then-current state of the game is and this is something we absolutely want to avoid doing. So yesterday we spent a couple of hours having a meeting in accordance with Traditions of Gaslamp Games¬†where we discussed various areas of the project, how we’re progressing with them, and how much of this progress is actually visible to a player of the game.

Let’s go over over the categories discussed in detail.

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