All posts tagged with "#justvicarthings"

Enraged Colonists? Here’s What To Do

As a principle of game design it is essential that the major mechanics systems of Clockwork Empires clearly interact and cause consequences with one another. Buildings should affect characters should affect events should affect characters should affect industry and so on in every direction through the web of systems.

The Quality of Life mechanics are a strong link to character mood from a handful of systems. The first iteration of Quality of Life was compelling, sure (and I wrote about it previously here), and it did perform that connective role. But it did not explicitly give the player a suggestion about what actions they should be taking. It is one thing to say that so-and-so is upset because of this and that. The point is how do I-the-player change it? (Further, how important are the things I can change?)

My vicar is a despairing, maddened half-fishperson. You generally want to avoid this sort of situation.

Here my vicar is a half-fishperson, maddened with despair due to poor conditions. And being half-fishperson, I suppose. You generally want to avoid this sort of situation.

To generalize once more: given a simulation game, it is not enough to have a cool simulation with pieces that affect other pieces. The game must tell the player what the heck is going on, why, and what they can do about it. And if there are many things they can do about it, what’s the difference between them? Or, at least, which is more important? (And why should the player care?)

{ read this article }

Posted in Clockwork Empires | Tagged , , , , ,

And in the darkness bind them: The Event Director

The scripting capacity of Clockwork Empires is a funny thing. It gives us immense power, the ability to do amazing things. But it’s very easy to get lost in a mess of complexity. So, yes, we can script an event that essentially holds in itself an entire Twine-like narrative dialog sequence that pushes commands to the game world simulation, waits, then reads states from the game world simulation and thereby lets you interact with the world in abounding narrative scintillation.


But be warned: you may lose yourself in this power, and give in, and be plagued forever by spectral script errors.

{ read this article }

Posted in Clockwork Empires | Tagged , , , , ,

Clockwork Empires February Update: All According To Glorious Design

We gathered some Vicars together to discuss the latest patch & they decided that everything was going –


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

We have also updated our Clockwork Empires: Development Progress Report! It contains the wondrous annotated changelog.

(Don’t own the game? Clockwork Empires can be purchased on 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.

Major Changes

  • Building creator, module placer, zone creator rewritten! Building stuff is more accurate, more efficient, and all-around improved! 200% of the rich flavour you demand!
  • Added happiness-to-workshift system: Now emotions matter. The happier your colonists are – well, your overseers anyway – the longer your work crews will work.
  • Science!
  • Chapel doctrines!
  • Optimization!

{ read this article }

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