All posts tagged with "the digglebuck is no sound basis for an economy"

It’s the Economy, Stupid (And Also The Building Creator)

My current push on Clockwork Empires right now – in addition to the usual horde of performance fixes, crash fixes, and save game fixes (in fact, save games are currently the purview of Mr. Micah J Best who is sorting through a list of long-standing issues as we speak!) – centers around two things:

  1. Creating player motivation to develop their settlement’s economy. You can produce things, but there is often not much reason for you to do so (unless those things are the precious life-giving foodstuffs which stand between Civilization and Cannibalism).
  2. Improving the process of placing modules. In particular:
  • In the most recent build, you cannot add modules to a building after the building is constructed, nor can you remove modules after a building is constructed to make room for new modules;
  • If you want to place a bunch of beds, you have to click on the bed icon, then click on the blueprint, then click on the bed icon again, then click on the blueprint again, and it’s all quite a lot of bother;
  • If you want to make five Middle Class Houses, and put beds, chairs and tables in each of them, you can’t put down three house blueprints, then all of the beds, then all of the chairs, then all of the tables;
  • Decor (as a category of objects you can place in buildings) is kind of buried so our colonists are deprived of lovely photographs, lanterns, and all the other junk used to decorate buildings.

As it happens, these two problems are interrelated, and this is what I am working on this week.

One of these things is not like the others.

One of these things is not like the others.

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Free DLC for Dungeons of Dredmor: You Have To Name The Expansion Pack

Gaslamp Games is quite pleased to announce a free downloadable content pack for Dungeons of Dredmor that we’ve put together with the cooperation of a handful of the Dredmor community’s top modders. To wit:

As with everything we do, we're completely serious about the name.

Expanded Features

  • Steam Workshop; mod integration with Steam! We’re turning it on! It’s Steamy!
  • Battle Geology, a wizard-like warrior skill with earth-shattering consequences by the terribly mysterious Null (how mysterious? terribly.)
  • Clockwork Knight and Rogue Scientist, a pair of crafty steampunk skill lines by the too-clever-by-half Ruigi
  • Warlockery, the wizard skill for wizards who would rather by warriors, by the utterly mad Essence — he wrote over 500 lines of xml for one spell.
  • A mess of twisty little rooms, all different, created by the deranged architect our mortal speech renders “Bergstrom“; The geometry is all wrong.
  • And to inhabit the renovated Dungeons of Dredmor we’ve summoned a pack of new monster variations dug up by one FaxCelestis, from the existentially troubling Poorly Cloned Hero to the lofty Diggle Rocketeer.
  • Naturally there are some new items and other such nonsense happening which you’ll have to discover on your own.

You Have To Name The Expansion Pack for Dungeons of Dredmor will be released very soon — We just need to do a couple rounds of testing and hook up all the Steam Workshop internet-pipes. If you would like to participate in the beta have a wander through our IRC channel.

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