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Fixing The Economy

The weeks leading up to the release of the Clockwork Empires teaser trailer were focused on putting together visual polish and gameplay situations to fit a desired narrative. This all looks very pretty but it doesn’t develop the substance of the game — now, we return to substance: the economy.

(Well, at least I am. Other people are working on other stuff which is also cool. But I get to indulge in this post now because it’s my turn! So let’s get some adorable little icons going to liven things up… )

There's more where these came from, believe you me.

There’s more where these came from, believe you me.

Although we’ve all got input on the design of the game, in broad strokes we’re putting the responsibility for design/implementation of particular areas of mechanics on individual people. Daniel, for example, made himself an advocate for developing character personalities and relationships (see also: his posts about such things as relationships & event knowledge). Meanwhile, I have a passion for, paraphrasing Nicholas here, “optimizing transfer of goods between two grain silos in Ukraine” so, naturally, I’m taking on the role of advocate for economic matters in Clockwork Empires (see also: my posts on loading bays, and going way back, industrial logistics). Putting together a (first draft) of a (vaguely) working economy is my task for this week.

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