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Was listening in to the pcgamer interview, I'm very excited at the prospect of 'great works'. I'm sure the devs are already heading in that direction, but it'd be great if the major projects your colony can undertake have multiple and varied purpose/uses. I also noted that the devs mentioned in the interview that there'd be a significant resource cost associated with the projects - you could likely also implement additional challenges associated with their construction, such as a project that emanates foul eldritch energies, drawing hostile creatures or otherworldly elementals to attack your settlement as the project proceeds, or causing other unnatural side effects upon the colony. Edit - I also like the fact that there seems to be an emphasis on experimentation and dealing with unknown and unforeseen consequences to your actions. I've seen other games attempt this however, and usually with enough hours sunk into a game all the mystery is eventually revealed and the systems learned. Does the team at gaslamp have any input on this hurdle / plans to mitigate it so that that sense of wonder and lack of predictability is maintained over the long-term? Lammy! fucked around with this message at 17:06 on Apr 10, 2013 |
# ? Apr 10, 2013 17:03 |
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# ? Jun 2, 2024 06:20 |
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nvining posted:Yes, facial hair models are currently stratified in-engine by class. I'm a few pages late, but WHY isn't this the subtitle for the thread now?
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# ? Apr 10, 2013 19:44 |
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If the thread title is going to change, I quite like "we built this wall of tags with our bare hands".
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# ? Apr 10, 2013 20:08 |
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I will provide a photograph of a diggle engaged in mortal combat with a rust monster if it will get me beta.
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# ? Apr 10, 2013 20:42 |
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New stuff! http://www.gaslampgames.com/2013/04/10/april-technical-status-update/ Some pics too, I'll update the OP soon.
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# ? Apr 10, 2013 21:03 |
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Honestly, while I know I probably won't be getting into the early tests, I'm glad that you seem to be targetting the right people that will give you good perspective and ideas. That being said If you're making a list of first wave testers, I have played dredmor and df to all hell, and have modded both games, though my dredmor mods were more experimental than anything. Also will you be continuing the development updates up until release?
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# ? Apr 10, 2013 21:49 |
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Daynab posted:New stuff! They really went nuts on the tags this time.
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# ? Apr 10, 2013 21:59 |
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So I want to talk about factories. From what I've read on the blog it looks like pipes are possibly going to be a major feature and this fills me with joy. I've been playing a lot of minecraft lately with various mods, and I have been building increasingly elaborate and complex machinery interacting with itself over several lines of production. Here's an example of an automated macerator setup in minecraft: From the right you can see a chest which is where you input your ores, the next item is a pneumatic engine that moves the blocks into the orange pipe and places them in the white macerator machines. They run on electricity provided by the solar panels at the top and the green/blue boxes are more engines powering the output pipe which move the grinded ore dust into another chest. From there you could easily have an identical setup with furnaces instead of macerators and finish with refined metal. Building these things are awesome because you're rewarded for efficient designs, having this in Clockwork Empires where you are able to fully automate production lines by having products moved into relevant industries through powered pipe networks instead of manual hauling would let the player save manpower for even more factories. Obviously you still need people in the factories but they could also work the farms or mines to provide more raw materials for your automated industries. Another game that focuses on these aspects is Factorio, which does the same only on a larger scope: I'm envisioning something similar to Factorio in Clockwork Empires, but I also realise the whole pipe idea might be scrapped entirely. Basically what I would like to see is options. Options to focus your industries and manpower in certain directions, you could even have different tech tree's with various tradeoffs to play into the themes of occult magic and steampunk science. Demiurge4 fucked around with this message at 22:13 on Apr 10, 2013 |
# ? Apr 10, 2013 22:11 |
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The Something Awful Forums > Discussion > Games > Clockwork Empires - Shameless Bribery and Machine Politics Within
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# ? Apr 10, 2013 22:20 |
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If I can build factory setups anywhere close to the scope of Factorio I will be a very happy man.
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# ? Apr 10, 2013 23:34 |
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AnonSpore posted:So what you're saying is that if someone lopped off your head with a katana, all your preferred beta-ness would flow into them in a process called the Clockening Oh every night, and every day A little piece of you is falling away But lift your face, the western way, baby Build your muscles as your body decays That sounds kind of appropriate actually...
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# ? Apr 10, 2013 23:43 |
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I've been following this thread since pretty well day 1 or 2 and every time I come into it I feel like a dumbass because you are all talking about that sometimes goes way over my head. However I am also learning new things and enjoying the anecdotes. That's all for now. Carry on.
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# ? Apr 11, 2013 10:52 |
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Spent the last few days catching up on this thread, and I have to say this game looks awesome. I'm one of those people who loves the idea of Dwarf Fortress and enjoys reading succession LPs, but has become spoiled by pretty graphics and just can't seem to make any headway in playing the game. This looks like it will scratch that itch and provide some weird steampunk-meets-Cthulhu Mythos insanity that I can't wait to play. Also, I had been looking at Dungeons of Dredmor for a while now, and this thread convinced me to buy it. Roguelikes are cool, but generally not my thing, but if you guys are trying to do for DF-type games what you did for roguelikes, and everyone seems to agree that you did a good job, I gotta play it.
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# ? Apr 11, 2013 21:19 |
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Sorry I've been out of the loop this week. Let me catch up on things:quote:threats of Goon-on-Goon violence for beta keys quote:large concepts of pipe factories and fetishism of the same quote:suggestions for titles, most of which are not based on the game itself but rather on our propensity for tagging things ... Okay, have I missed anything? Ah. Yes: Deki posted:Also will you be continuing the development updates up until release? Yes, that's the plan, although we'll see what actually happens as we get swamped. One of our goals when we started doing CE was to start involving people in the development process as much as possible as early as possible, and I think we're doing a good job of this so far.
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# ? Apr 11, 2013 22:01 |
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nvining posted:Yes, that's the plan, although we'll see what actually happens as we get swamped. One of our goals when we started doing CE was to start involving people in the development process as much as possible as early as possible, and I think we're doing a good job of this so far. Absolutely. All the dev blogs are very interesting and provide great insight on the design/development process. Makes the wait more bearable. Slightly.
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# ? Apr 11, 2013 22:09 |
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nvining posted:... Okay, have I missed anything?
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# ? Apr 11, 2013 22:09 |
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quote:One of our goals when we started doing CE was to start involving people in the development process as much as possible as early as possible, and I think we're doing a good job of this so far. I'd have to agree with that. It's pretty awesome seeing you consider ideas from the thread for the game.
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# ? Apr 11, 2013 22:10 |
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Admiral Funk posted:I'd have to agree with that. It's pretty awesome seeing you consider ideas from the thread for the game. Yeah, this has basically become one of my favorite threads on the forums, just because of how involved nvining is with us, both with providing content and taking ideas from discussions.
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# ? Apr 11, 2013 22:22 |
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and because of his hot avatar.
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# ? Apr 11, 2013 22:24 |
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Mostly because of his hot avatar. and now because of his turn as Overseer of Bronzestabbed. I hope you are sharing the rest of that awesome with your office staff.
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# ? Apr 11, 2013 22:33 |
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Deadmeat5150 posted:Mostly because of his hot avatar. Oh yeah, I should totally mention I'm doing that! Except, uh, I think you just did. I'm largely doing it for research purposes. Really.
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# ? Apr 11, 2013 23:10 |
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Wolfgang Pauli posted:The slow divergence into Jacobins and Carlists for the upcoming Beta Key wars. ... Jacobins and Carlists? Surely they would be Jacobins and Girondins.
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# ? Apr 11, 2013 23:22 |
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Will I be able to build stuff like that? http://www.google.com/about/datacenters/gallery/index.html#/locations/douglas-county/2 This is important.
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# ? Apr 11, 2013 23:35 |
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So what other kinds of extinct species besides Aurochs are you guys gonna put in? Smiledons?
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# ? Apr 11, 2013 23:49 |
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nvining posted:... Jacobins and Carlists? Surely they would be Jacobins and Girondins. I kinda started a fork of the Paradox Thread that's talking about how to present historical Bad Things in non-narrative games, which in turn broke off into the various personalities involved in the Scramble for Africa and their differences in methodology. That might be of interest to this thread. *edit* Africatalk has got me rereading Pakenham's Scramble for Africa and I came across a neat passage, quote:By the 1850s, west coast merchants had found acceptable alternatives to the forbidden market in slaves. It was all thanks to that genie of the brass boiler and black smokestack: steam. The steamboats' tall black smokestack was the symbol of the new Africa. The steam engine had not only revolutionized industrial production in Europe and, by means of railways, the transport of goods by land. It had revolutionized the transport of goods by sea. In the days of sail, only the most valuable, least bulky[,] and least perishable goods could pay their transport costs. Now the great ports like Liverpool, ports that had grown fat on the barter of manufactured goods for slaves, could grow even fatter on the exchange of those same goods for tropical products: groundnuts, peanuts, palm oil. Here was the antidote for slavery, "legitimate trade", a cure for the "open sore" of Africa, applied miraculously by steam. Wolfgang Pauli fucked around with this message at 07:18 on Apr 12, 2013 |
# ? Apr 11, 2013 23:55 |
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Wipfmetz posted:and because of his hot avatar. I was really disappointed watching the video interview posted earlier once I saw nvining isn't actually a super swole diggle irl.
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# ? Apr 12, 2013 07:20 |
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Soylent Pudding posted:I was really disappointed watching the video interview posted earlier once I saw nvining isn't actually a super swole diggle irl. You think *you're* disappointed.
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# ? Apr 12, 2013 19:43 |
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nvining posted:You think *you're* disappointed. Well, now we know where your cut of CE's money will go. Gonna need so much paint to get the colour right. A slightly more serious question, im curious at how much lightning and electrical energy is going to be a thing? Im on a major trip for everything lightning and application of lightning related media right now. Are we talking Tesla Coils or will we be able to ramp this up to full on Frankenstein I'll die a happy man if the sound of distant thunder fills me with glee while i wield the powers of lightning in industry and unleash Thyrork fucked around with this message at 02:29 on Apr 13, 2013 |
# ? Apr 13, 2013 02:27 |
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Can I "accidentally" release a self-replicating clockwork bug that infests the city, turning all the buildings and pipes into more bugs, which start making bugparts out of people when those materials run out?
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# ? Apr 13, 2013 02:33 |
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alarumklok posted:Can I "accidentally" release a self-replicating clockwork bug that infests the city, turning all the buildings and pipes into more bugs, which start making bugparts out of people when those materials run out? Only if you submit a bug report afterwards
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# ? Apr 13, 2013 02:43 |
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Spending time reading about Stanley and Livingstone and the other early African explorers is getting me even more pumped for this game. I can't wait for the survivors of my old colony to stumble out of the bush, broken and half-blind with scurvy, to be met by the search party from my new one, full of food and supplies and rich merchants in seersucker suits born on litters by the newly civilized natives.
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# ? Apr 13, 2013 05:12 |
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Is the game going to be influenced by Heart of Darkness in its treatment of colonialism? Can you have your nation's navy bombard empty sections of the rainforest, for instance?
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# ? Apr 14, 2013 04:55 |
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There's an article on The Verge about a different kind of Clockwork Empire today. It's an interesting role reversal, and the concept art looks nice.
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# ? Apr 14, 2013 13:59 |
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Volmarias posted:There's an article on The Verge about a different kind of Clockwork Empire today. It's an interesting role reversal, and the concept art looks nice. This is great, I especially like how foppish Link looks, he really looks like a guy who might need rescuing.
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# ? Apr 14, 2013 14:07 |
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alarumklok posted:Can I "accidentally" release a self-replicating clockwork bug that infests the city, turning all the buildings and pipes into more bugs, which start making bugparts out of people when those materials run out? Have you been reading 7th Sigma lately?
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# ? Apr 14, 2013 15:00 |
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Airconswitch posted:Is the game going to be influenced by Heart of Darkness in its treatment of colonialism? Can you have your nation's navy bombard empty sections of the rainforest, for instance? If Gaslamp hasn't checked out Pakenham's Scramble for Africa, definitely do so. Its focus is mainly on the untamed ego of the rich white explorer and savage privilege of the white settler.
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# ? Apr 14, 2013 16:11 |
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With all this discussion of colonialism I really hope the soldiers operate on gun lines and battle formations. Basically I want to recreate this only with foppish steam punk soldiers and fungus monsters.
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# ? Apr 14, 2013 17:50 |
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fleshy echidna posted:With all this discussion of colonialism I really hope the soldiers operate on gun lines and battle formations. Ahh, the Martini Henrie a .45 caliber rifle capable (at 100yards) of putting a soft lead (now called a dum dum) bullet through two people and hit a third with enough force to kill. With the massed ranks the Zulu used, they just scythed them down. They call Isandlewana a massacre, but you have to remember about 1000 Zulus died there on the British armies worst day - nearly as many as the Empire lost. Rourke's Drift cost them over three hundred more, and was fought on the same day, pretty much balancing the books. My Dad used to reenact the Zulu war. So I'm used to the Martini. One of his friends made up a proper bullet and fired it into some ballistic gel at the local rifle range. He had to dig it out from the sand at the back, where it had impacted on the metal plate. The remains of the bullets he showed me were about an inch across. You can see why they brought in international rules to use a smaller caliber solid round!
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# ? Apr 14, 2013 18:20 |
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Volmarias posted:There's an article on The Verge about a different kind of Clockwork Empire today. It's an interesting role reversal, and the concept art looks nice. Has nothing to do with this kind of clockwork empire, but drat if i'd not play the hell out of it. I loving love spellswords! quote:Military stuff On that topic, how much control do we have over our military, total or are they reactionary?
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# ? Apr 14, 2013 20:13 |
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# ? Jun 2, 2024 06:20 |
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Iunnrais posted:Have you been reading 7th Sigma lately? I have no idea what that is, but if it has replicating clockwork bugs, it's on my "to read" list now. But seriously, you should think about it. What's more horrifying than bone/sinew/flesh clockwork bugs? Nothing.
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# ? Apr 14, 2013 20:46 |