All posts tagged with "the horrors of game development"

March Technical Status Update: HRRRRRRRNGH Edition

We will be at GDC next week, showing Clockwork Empires to people. How does this impact your life, you ask? First, there will be a Flurry of Exciting Things for you to read. Second, next week’s blog post will probably be more pictures of Sean drinking beet juice or something. Third, we are hard at work adding polish and spit to various parts of the game in order to get it ready to the press. This spit will eventually be transferred to you, the customers. Fourth, this is a terrible metaphor.

This is the paradoxical nature of game development: trying to finish a game, while making your PR department happy. One of the reasons why we have been writing about fungus, querns, and whatever the heck else people are writing about is because we have promised that the Rites of Revelation can be performed by various Reporter-Type Entities from Beyond the Stars. Once things are Revealed, according to the Cosmic Prophecies, we will let you know where you may find these revelations! In the mean time, we shall repeat the ancient chant of our people: “Man, PR is weird.”

There are, however, some exciting Things that have shown up on the programming side of the world. We can tell you about these things! We are now at Revision 12 of pre-alpha testing, for instance, and the game has improved substantially. Some milestones on this front include having in-office testers playing the game, seeing where they get stuck, and fixing these things; and, as of today, expanding our tester pool from our main six testers to a supporting cast consisting of other developers and friends. Next stop: random people from the Internet.

We haven’t actually done a technical status update since December, I guess? So it’s been awhile. Let’s look at some stuff.

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