All posts tagged with "lord palmerstoke smokes only imperial quality charcoal"

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 , , , , ,
4 Comments

May Technical Status Update: Building Interiors, Workshops, Outlines, Hidden Work

Things are slowly coming together. Some new developments have occurred in programmer town, and we are delighted to finally show you what we spent the past month-and-a-half doing.

Bluntly, things are coming together at last. People can harvest resources, process them in workshops, and convert them to other resources. People have their own actions as well; if people can’t eat, for instance, they’ll die. Poets still wander the hills, trying to be inspired by things. The noble aurochs plough through the land, and so forth. Want to see a sneak peek? Read on for some new features…

{ read this article }

Posted in Clockwork Empires, Programming | Tagged , , , , , , , , , , , , , , ,
18 Comments