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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 255289 times)

Oliolli

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #315 on: November 01, 2012, 10:38:20 am »

A childs voice in the pipes? Takes me back to Metro 2033...

That update is hillarious! Did you read the tags? They're pretty funny too!

Also this.
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Mephansteras

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #316 on: November 01, 2012, 11:00:07 am »

Kinda reminds me of all of ThreeToes' stories about Dwarf Fortress. Awesome stuff that you really hope you'll be able to do in game one day.
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Labs

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #317 on: November 01, 2012, 12:53:07 pm »

If these guys continue posting stories like this fairly regularly until release time, I may just be sated.
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ScriptWolf

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #318 on: November 01, 2012, 01:45:37 pm »

If these guys continue posting stories like this fairly regularly until release time, I may just be sated.

hmm i preferred their mix of game mechanics and story i wish the last one had some game mechanic explanation of what might happen as well...

i hope we can dig underground! - Daniel can we dig underground ?
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Felius

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #319 on: November 01, 2012, 02:25:50 pm »

Posting to watch, because this looks very awesome.
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #320 on: November 01, 2012, 03:23:13 pm »

Digging will be more abstract.  You will be able to place mines to collect resources, and in the current iteration you will be able to improve them, but 3d visualization of what is actually under them will not be visible.

There are a number of things in the Halloween post that will be possible, such as calling in investigators, but like a lot of LPs, some of the details are embellishments that we honestly just couldn't convey in a way that wouldn't be total descriptive overkill (like perhaps the specific details on how the pipes are driving people mad).

The line that we have to draw about exactly how much detail gets described to the player, as I think I've mentioned, has a lot to do with how much we can meaningfully convey to players, and also a lot to do with how much time we can spend on things.
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ScriptWolf

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #321 on: November 01, 2012, 03:31:38 pm »

although digging will be more abstract will we still come across artifacts like the coffin ? ( please say yes )
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #322 on: November 01, 2012, 03:34:46 pm »

Yes =)
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ScriptWolf

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #323 on: November 01, 2012, 03:35:53 pm »

so so happy :D
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Levi

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #324 on: November 01, 2012, 03:36:31 pm »

You guys should include the stories like the latest blog post one with the game.  I loved reading the story that came with Alpha Centauri when I was a kid, and I can see people really enjoying these ones as well.
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lordcooper

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #325 on: November 01, 2012, 03:40:13 pm »

Maybe there could be some kind of prospector/diviner character able to detect the corrupting influence of these eldritch artifacts?  Or the landscape itself could be effected in some way, be that stunted/gnarled/bizarre vegetation, scorched earth or weird critters gathering around these areas.
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ScriptWolf

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #326 on: November 01, 2012, 03:41:28 pm »

im sure you can call in a team of investigators to see what trouble might happen with these artifacts and then if it escalates then the purgers ( i take it both purgers and investigators will exist in game ? (( and in game will purgers have ranks like described ? ((( if so would this also count for military ? ))))
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Descan

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #327 on: November 01, 2012, 03:45:29 pm »

What about making your own weird artifacts? :D

Either deliberately, or accidentally. Perhaps an explosion at a chair factory reveals a demonic chair created by a freak lightning strike hitting just when it came off the line?

Or cultists steal a bunch of materials and make an artifact of their own, which you find some day deep in the forest? It would reflect how your colony has been built up, being based on the home-grown cultists you cultivate and the industries you build.

Just some thoughts!

e: I just realized that I didn't specify any "deliberate player-created artifacts" example in there, just two accidental ones. I can't really think of how you'd be able to DELIBERATELY make an artifact, but it is something to think aboot. :D
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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #328 on: November 01, 2012, 03:50:46 pm »

e: I just realized that I didn't specify any "deliberate player-created artifacts" example in there, just two accidental ones. I can't really think of how you'd be able to DELIBERATELY make an artifact, but it is something to think aboot. :D
If anyone can deliberately create an evil artifact, it's probably us.
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Descan

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #329 on: November 01, 2012, 03:52:26 pm »

Well, of course. Cultivate cultists, "accidentally" leave some juicy materials near their hide-out, wait a while, bam. Super-artifact.

I was talking more in-game, designed-to-be-deliberate artifact-creation game-mechanics. In the game. Itself. By design.
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