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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 253286 times)

Intrinsic

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #420 on: December 02, 2012, 04:12:23 am »

there was no clockwork update last Wednesday im not happy :P

They were moving office ;p I'm sure we'll get more update-goodness next week.
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Sappho

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #421 on: December 02, 2012, 05:09:19 am »

Oh my god this looks amazing. I will keep my money on hold so I can throw it at them as soon as they let me.

Come to think of it, I never did get around to Dungeons of Dredmore. Life got in the way. Guess I better go over there right now and buy it and all the expansion packs and play it until my eyes bleed until it's time to work again.

Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #422 on: December 03, 2012, 07:54:37 pm »

The characters in the game will be basically fully autonomous.  You will not be able to impact them directly at all.  They will do some things like eating and sleeping that you can't influence, because sometimes people just need to eat and sleep.  If they're doing a job that's not a personal utility thing, you will be able to cancel that job, but that is the most interaction you will be allowed.

You will, however, be able to directly view them to get some idea of what they've been up to and hopefully learn why they're doing that weird thing they're doing.

This is not in the Dredmor universe.  Diggles will make an appearance, though it will be a minor cameo.  The setting that we picked for CE is just a little too detached from the Dredmor universe to make it a good fit, and we're being a little less referentially zany with CE, hoping that it will generate its own unique brand of black-as-the-night humor.

Holy crap we were so busy last week.  Sorry guys.  And it was with boring and stupid things like getting networking set up.  There will be a new CE update this week!
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Viken

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #423 on: December 03, 2012, 09:19:38 pm »

Sounds cool, Gaslamp-Daniel.  Sounds alot like how Tropico does it. Set down a building, give it a priority, if required, and sit back and watch the little peoples run around and build it then man it.  Perhaps hire in outside specialists to come work there, if you got the money and resources; or perhaps even have the contacts to do so. Lol.

Glad to see you guys moved into a better space, the new office looks cool; but I think once you guys start pinning up posters and whatnot, it'll be just like home. Haha.
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #424 on: December 12, 2012, 01:40:41 pm »

Yeah, there's a little feature creep in the last blog post, but it'll be worth it!  You'll see!

(Oh, and we have units moving resources around on the screen now and all sorts of other fun stuff, but there are some really boring technical issues with some of those details right now so you get to hear more about trees.)
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chaoticag

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #425 on: December 12, 2012, 01:56:31 pm »

Question, will it be possible to make a time warping contraption, capable of speeding time through the Perfectly Safe exploitation of the ecosystem? I want to be able to play the game already.
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Oliolli

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #426 on: December 12, 2012, 02:16:15 pm »

Giant icicles? What sort of wood would one get from them?

Also, don't worry: the charred earth will get a LOT of mileage.
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #427 on: December 12, 2012, 02:51:57 pm »

Definitely ice wood.
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Shooer

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #428 on: December 12, 2012, 04:41:12 pm »

Need an ice mill to turn them into ice lumber to build with.

You'll need a lot for maintenance of your steam factories if you use it as a building material, probably.
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Aklyon

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #429 on: December 12, 2012, 05:08:22 pm »

Are these DF-style Unmelting Icebuildings, or just Ordinary Icebuildings?
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #430 on: December 13, 2012, 02:52:13 am »

I was kidding =(  It's just ice.  The diagram isn't specifically "trees" so much as it's anything that fills that canopy layer in a given environment.  That said, you'll be able to get ice from the icicles and salt from the salt pillars, it just probably won't work if you try to make a broiler out of either.  As to *how* it won't work, not sure yet.

Also, for you wonderful pragmatists out there:

https://twitter.com/nvining/status/279110542138953728
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Matz05

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #431 on: December 13, 2012, 10:00:42 am »

Isn't a lirpa one of those Vulcan counterweighted half-circle pikes?
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Jopax

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #432 on: December 13, 2012, 10:58:58 am »

So I've been reading some Cthulhu inspired (and based) works (notably The Copping Squid) and they've made me wonder about your take on the cults, their formation and propagation. What factors go into one being made, how would they spread, would it be workplace/living place related, by certain specific traits (like innate madness, superstitionness, etc.) or by general traits that decide the personality (happiness, living standard and that kind of stuff). How will the player be able to interact with that stuff, will we be able to help them out, shut them down or simply acknowledge their existance (maybe rat them out to the empire, get a bonus or something for it) or will they be a completely shady part of gameplay that just sorta happens and we have little to no control over it.

Furthermore, shutting them down, cut of the head madman and the other weaker willed individuals disperse or is a proper purging with fire required?

And finally, directly inspired by the Copping Squid, will we be able to use the Eldricht things as drugs for the populace? Will there be individuals that acknowledge the existance of cults, do nothing about them, report them to the authorities, go rambo on them?
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #433 on: December 17, 2012, 07:11:47 pm »

Cults!

Oh man, this is going to be a weird system to model.  Since we're busy modelling behaviors of nice responsible (and a little pathological) characters, we haven't gotten to the intricacies of this system yet, but the current framework works a bit like this:

Cults can either be started by one person, or a group that is formed for some other purpose (a gentleman's club, for example can be turned into a cult group).  At this point, the cult will have a task and it well set about doing it.  This could be the erection of a monument, the calling of some ancient entity, whatever.

Cult members could be dealt with in a number of ways: they could be sent to a sanatorium, killed, or driven off into the jungle/forest/desert.

If the entire cult is destroyed, it will be gone.  If there are not enough members to complete their Great Work, they'll start trying to recruit people again.
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Mephansteras

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #434 on: December 17, 2012, 07:13:06 pm »

Will there be ways of supporting cults, if we so desire?
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