Oh hi!
Yep, we're still looking at Feb/March for an alpha. If that changes I'll let you guys know. Man, January is going to be hell, but such is The Way.
Question answering time! =D
I honestly have no idea how many steps there will be in steel making yet. I feel confident in telling you that steel will not come out of the ground. I can't give you more information because what we decide regarding these processes is always somewhere between the simplest and the most realistic, but it's very hard to say what will be the most fun without iterating.
Current arguments on the Interchanging Metals Topic suggest that, for our alpha, you'll probably just be able to make any metal thing with any metal. We'll then flesh out which metals make good muskets as we go through, as that's just data entry (but a
lot of it). A lot of this process is going to depend on how intuitive we can make a UI as well, as at a certain point the silly choices for materials just make things clunky.
There will be strange special resources. Nicholas seems seriously invested in campaigning for "phlogiston", in spite of how awful that name is. Special resources will likely need to be found by exploring with a naturalist, then collected with a work crew outfitted with whatever might be necessary for the job.
They'll probably blow up or drive your characters insane.
Regarding liquefying cultists:
https://twitter.com/GaslampGames/status/270674715318833152Regarding harnessing artifacts... You can try it! I'm not sure how the data structure will work for the effects of the artefacts yet, but there will be many things you can find, and each will probably have some useful quality and some Horrifying Cost.
Regarding the burying of artifacts ... no comment.
Regarding the newspaper: The Holy Fence hears your pleas!
We're actually still debating the form of "the newspaper". I'm actually arguing against any sort of digest of "the news of the day". I feel that this will motivate people to rely on some canned and probably horribly repetitive verbage for news, because we don't have a programmer working nonstop on a context free grammar AI agent. I'm still jaded by the useless news ticker in Sim City. Rest assured, though, the game will have lots of text, we'll make it as interesting as we can possibly afford, and we're generally considered not bad at that.
Regarding the simulation speculation: There are a couple reasons why we (and everyone else) approximate things in the setting. The first is due to a design philosophy that's fairly pervasive, which we have at Gaslamp, which suggests that if you're given an opportunity to make the game more fun or more realistic, you make it more fun, and only ever increase realism if it feels like you're doing both at the same time. Right now we're getting returns on both, but that doesn't last forever.
For the second reason, I'll use an example. I wrote an erosion simulator for our terrain a few months ago, and it works the way that real erosion works. Accounting for things like localized rainfall and temperature, it'll perform thermal and hydraulic erosion by actually lifting dirt up, washing or just moving it somewhere, and replacing. You can get beautiful terrain this way. It's also extremely finicky, with many variables that are fairly unstable. It also takes my quad core dev machine about 5 minutes to chunk through a terrain properly, and that's just moving dirt.
We could optimize it a bit, but the truth is that our computers just aren't powerful enough for this stuff yet.