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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Posted in Clockwork Empires | Tagged all hidden object puzzles should contain opium derivates, anachronistic independent clauses, cacti in the mist, clockwork empires, clockwork empires is really just one very large fishing minigame, daphne gearstock is about to be read terrible poetry by disgruntled former Gaslamp Games employee Smugly Working, development, flu baths for everybody, menacing ground fog for everybody, Nicholas always uploads pngs rather than jpgs and David has to fix it every time jeez, see if you can find Spock's coffin amongst the snowy cacti, sitrep, technical commentary, tequila manufacturing is a thing to keep the madness at bay, the eldritch cactus is the most prickly cactus, the giant concrete slab demands lumber, we have secretly replaced daniel's body with flu let us see if he notices, who run programmertown?