All posts tagged with "clockwork empires"

Yet Another Technology Status Update

Last time I wrote a programming team update about Clockwork Empires, I made a comment that was somewhere along the lines of “the game is starting to hit that point where it transitions from a bunch of technology bits to something that looks like a game.” Well, we’re a lot closer to that goal than we were last update. Some of the edited highlights:

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Tales from the UI Skunkworks: Military Management, Episode One of A Gazillion

User interface design is, honestly, one of the most difficult parts of creating a game.  Every button has a profound impact on how people will be motivated to play (or not play) a game.  I suspect this is why so many games seem to almost consciously decide not to experiment too radically with UI.  It’s so much easier to just build it the way people are used to rather than building it the way that perhaps it should be.  We’re no different; Dredmor’s UI has a lot of flaws that we didn’t see at the time of development. For instance, it turns out that Inventory Management isn’t actually a super fun mini-game. Even then, we completely overhauled the Dredmor gameplay UI some 4 or 5 times before we settled on a system which is still flawed, and to this day leads people to play the game in a way that detracts from the experience. Such is game development.

Not like this. Never like this.

We are doing our best to apply the lessons learned from Dredmor to Clockwork Empires. Not all of these lessons are applicable, of course, as CE isn’t a Roguelike — and there are a lot more moving parts to control. Granted, there are also a lot more strategy/management style games with real-time mouse-based UIs to draw from, and we have played a ton of them; however, by virtue of making a game that crosses the genre-streams a bit, none of these systems perfectly fit the needs of CE. For instance, dropping a Starcraft control scheme on the game would be inappropriate because Starcraft is (arguably) about competitive micro-managing, optimized build orders, and a bit of gambling on the current “meta”. In contrast, CE is ideally about creating stories within its simulation.

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The Sad, Strange Tale of Josiah Nutpin

Bachelors and bachelorettes! Are you alone this Valentine’s Day? Do you crave romance, and find yourself unable to obtain it at your local convenience store, bar, or motorcycle repair shop? Fear not, we’ve got you covered, for Gaslamp Games knows what you like. We present, for your Romantic Indulgence:

THE SAD, STRANGE TALE OF JOSIAH NUTPIN

THE SCANDALOUS TRAGEDY THAT IS UPSETTING THE NATION

a work of Salacious Bawdy-Fiction Composed on the Type-Writing Device

with Erotic Daguerrotypes by Mr. David Baumgart

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Shrub Week

Shrub Week. The words echo through the blasted hearts of the Gaslamp Games art team. After the last week, they know no love, no joy; only hand-crafted foliage assembled in the no-man’s land enduring a tense ceasefire between Haste and Artfulness.

We need shrubs. Lots of shrubs.

It all began several weeks ago on a rainy day in Vancouver (which, admittedly, could be any day in Vancouver). My proclivity for punctuality and organization was goaded by the Stick of Management through the bars (of Necessity) which walled the Cage of Fixed Deadlines. The wielder of this device of torment? Everyman-by-night and notorious beer-sampler Gaslamp CEO Daniel Jacobsen fixing me with an executive gaze through that smug little webcam perched on my leftmost monitor (the one with the strange hydraulic arm which may someday unleash its blind, hateful power). The challenge? Complete the entire “non-tree plants” section of the Project Odin Minimum Viable Product Art Asset List.

Challenge Accepted.

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Hooray for Scripting! (And Other Things We Did In The Past Two Weeks)

Way back in December, we had just implemented a bunch of the character logic for going through the world and doing things using our Finite State Machine model and utility functions. What we discovered was that writing the code for the FSMs themselves was, to put it frankly, a huge pain. Additionally, non-C++ programming members of the development team could not easily add new items and new behaviours to items (mines, buildings, trees, and the like.) Micah J Best, at the end of December, decided that we should use scripting to wrap some of the complexity and hide it from the end user, while simultaneously letting our development team create new objects and FSMs without requiring a programmer to go thrashing about in the codebase. I said, “Fine. Show me a proof of concept and then we’ll talk.”

Fundamentally, Gaslamp’s programming team operates based on spite. If somebody says “oh, well, we’ll never get that done in time”, or “oh, well, it’s too impractical”, somebody usually says “no, it well isn’t” and will jump to the bait. (I did this recently with a pipe system test.) Saying “Well, show me a proof of concept and we’ll talk” is equivalent to putting a red cape in front of a bull.

Over the holidays, Micah found himself stuck in Quebec. With nothing but inlaws, a language barrier, two laptops (one of which was destroyed by a cat), a turkey stuffed with poutine, and spite, he put together the first build of what is our new scripting system. It does, indeed, encapsulate all our programming decisions and is fairly powerful and flexible. We took apart all the character code we wrote in December, ported it to the new scripting system, and have now started using it to implement new things in game. It’s very powerful and, after some back-and-forth, I’m quite happy with how it’s turned out. We’re still fixing bugs and fine tuning how it all comes together, but let’s see how it all works…

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Dispatch from the Ministry of Art Direction

Alright, real talk: I don’t have much in the way of final art assembled in a presentable format for some pretty pictures, though I daresay, there’s been some fascinating work done lately that I can’t wait to show off on the blog, especially to do with the game’s terrain.

So instead of that I’m going to talk about what I actually do around here. On the good days, I get to draw dirt.  (Am I selling it yet?) Usually there’s not so much actual art-making for me and more doing meetings to coordinate with the other partners (that’s Daniel and Nicholas), popping over to the artists’ workstations to give feedback, filling out spreadsheets, or hiding liquor around the office.

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What’s New In Programmertown?

The best part of game development, for me at least, is when everything suddenly starts working. Quite often, there is a critical mass of code that you end up writing for a game, and then – in the span of a week, or even days – you go from “everything is hideously broken and we’re going to die” to “Oh, this might be fun.” We’re right on the cusp of that right now; programming has seen some setbacks this week, mainly due to an outbreak of flu that has consumed the office. Nonetheless, we’ve been hard at work here in Programmertown, trying to get all the excellent artwork and ridiculous designs that people have come up with integrated into the game as quickly and efficiently as possible. Once again, let us take a tour through my folder of wonderful work-in-progress screenshots.

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New Breakthroughs In The Field of Reverse Phrenology

As every Modernity-minded subject of the Clockwork Empire familiar with the new Sciences of Personality has learned, each person in Society possesses certain individual Inclinations and Traits which determine their actions in Daily Life. Indeed, the New Science of quantifying and measuring these Inclinations and Traits is certain to lead to great advances in the Art of Education and Employment of Shiftless Wastrels.

— Prof. Eustace Boretrain-Charnickels for the Royal Phrenological Society

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