All posts tagged with "most of our fans are geologists"

GASLAMP VR: The Future Of Indie Gaming

April 1st, 2014 — Gaslamp Games, Inc., independant game developers and makers of the critically acclaimed Dungeons of Dredmor, formerly deep in production on Clockwork Empiresare pleased to announce an exciting new direction for the studio. “The future of gaming is here,” said Gaslamp Games Technical Director Nicholas Vining, pausing a moment to pull a slug of whiskey. “We’re going to build VR the indie way.”

Look into the face of the FUTURE OF GAMING. Do you see it yet? Keep looking! KEEP LOOKING UNTIL YOU SEE IT.

Look into the face of the FUTURE OF GAMING. Do you see it yet? Keep looking! KEEP LOOKING UNTIL YOU SEE IT.

Fully embracing cross-platform compatibility, the GASLAMP VR development prototype rig is carefully constructed from three iPhones and an Android. “The Busted Up Old iPad Taped To Your Arm peripheral is a feature we’ve been exploring for the so-called ‘power-users’ I’ve been hearing so much about on the ‘information superhighway’ ” explained Gaslamp Games CEO / Studio Director Daniel “Burning Hand” Jacobsen as he stroked a perfectly white Persian cat. “We decided that market disruption required a radical pivot to synergizing our core competencies with partners in cloud space,” he continued, addressing a corner of the office filled with stacks of shipping foam and a sad-looking umbrella.

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No Rock Is An Island

(– Unless, of course, it is.)

Let’s talk about rocks. And let’s start with a screenshot from in-engine:

Have a happy little mine. (Note that we're still working on implementing happy little mining accidents.)

It’s a happy little mine. (Note: we’re working on implementing happy little mining accidents.)

I hope we’re all familiar by now with how excited about the mundane I can get, see: loading bays, trees, etc. Rocks are totally mundane. But getting the mundane things just right is super important because it ties everything else together. High-poly fancy fantastic amazing show-off hero models & apocalyptic effects and animations are impressive, sure, but they need to exist within an artistic context that supports the claims they make and gives them meaning which resonates beyond their superficial visuals. Rocks tie the landscape together; The landscape is the stage on which the dramas of Clockwork Empires take place. Together they tie the whole game together.

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Steampunk Central America: Adventures in Sort-of Verisimilitude

Well, we just wrapped up a two-pitcher lunch at the Sewer Brew Pub with a fan (hi Kris!), so you  know that means: time to write a blog post! So Daniel has been cranking through biome stuff and asked- no, let’s start this over.

The sky above Vancouver was the colour of a television tuned to a dead channel. Daniel entered the gently cultivated chaos of the art room and recoiled slightly. The chaos recoiled slightly back at him. 

“After Steampunk Colorado, what’s next?” — Oh, well then: we could do a desert. Lots of bones, dust, salt, jagged rocks. No? Really? I thought it’d be pleasant. Then perhaps a swamp, something lovely; Lots of plants, molds, miasma, large insects, fevers. No? Not a swamp? If we must then, let us set our sights on:

Steampunk Central America

White sand beaches, tropical forest, volcanoes, cenotes, deforestation, strange statues buried in the sand at the low elevations and giant, scowling basalt heads at the higher; beetles grazing in tropical meadows before wallowing in warm streams. It’ll be lovely. And we still get those fevers in.

It starts with a palette of colours, the right colour for the right sub-biome from the top of the topology to the bottom. It’s all layered like some kind of terrible cake full of dirt and growing trees. Below is a quick sketch I did to give an overview of what could be going on in a roughly Central American biome set:

Literally the broad strokes.

Literally the broad strokes. (And with apologies to our Central American readers — this is all about capturing a certain interpretation of a feeling of reality without being much arsed to be real reality. Which is about what CE is doing in general but with more steam engines. Would it help if I said the word “verisimilitude” here and waved my arms around? Good. It made me feel better too.)

Erupting with enthusiasm.

I’m erupting with enthusiasm for top-down concept maps for biome generation. (If you enjoyed that, I’ve got more. So many more. Er, to clarify: I’ve got both terrible puns *and* biome concept art.)

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