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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 255241 times)

piemantheman

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #855 on: January 20, 2014, 10:19:37 pm »

Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.
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Darkmere

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #856 on: January 21, 2014, 01:03:47 am »

Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.

Building on this (and I know this would be a lot of hand-work but I'm throwing it out anyway), what about a series of "colonial foundation" decisions that crop up from time to time due to random events or circumstances that affect all future developments at that colony?

For example: Jonas Cogswaggle is a Filthy Poet who finds an eldritch altar in the woods. The altar is inlaid with arcane designs that bewitch the eye and confound the mind.


Spoiler: Choose your response: (click to show/hide)

Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

lordcooper

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #857 on: January 21, 2014, 02:03:03 pm »

I'd prefer the character to make that decision for themselves.
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Morrigi

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #858 on: January 21, 2014, 09:20:11 pm »

Perhaps you could have different groups of research you could choose to actively research,like steam based contraptions or elder witch sciences that could have different risks for each group.

Building on this (and I know this would be a lot of hand-work but I'm throwing it out anyway), what about a series of "colonial foundation" decisions that crop up from time to time due to random events or circumstances that affect all future developments at that colony?

For example: Jonas Cogswaggle is a Filthy Poet who finds an eldritch altar in the woods. The altar is inlaid with arcane designs that bewitch the eye and confound the mind.


Spoiler: Choose your response: (click to show/hide)

Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.

I like this idea. It could create a much more emergent gameplay style if it was done properly.
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Farmerbob

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #859 on: January 22, 2014, 03:55:55 am »

Eventually every colony would be churning out unique stuff according to the location and overseer's playstyle, without having to make a standard tech-tree. Just pick from the list of random events and let players do as they wish, or not.

I like this idea. It could create a much more emergent gameplay style if it was done properly.

I like the idea of technology development being based on the stats of the lead scientist.  Choose your lead scientist based on their stats and you will have some control over how your tech tree will advance.  If you don't like what they are doing, fire them and hire a new lead scientist.

In essence, I like the idea of something like DF's "artifact" generation system ported to steampunk technology improvement.  You never know exactly what you are going to get, but with some care, you can guide development in a desired direction.  Yes, you can control some aspects of artifact generation as an overseer in DF fortress mode, though most folks don't.
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #860 on: January 22, 2014, 02:25:26 pm »

We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
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EagleV

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #861 on: January 22, 2014, 03:28:48 pm »

This is looking great so far... No idea why I only just realised there was a CE thread in here.

I think the lead scientist idea is good, but I'd change it to the possibility of having multiple lead scientists, each with their own workforce and lab space. They could be subdivided in, for instance, biologists, engineers, and arcanist, and researchers (both lead and assistant) would work faster in their preferred fields. More funding / smarter assistants / better lab gear would result in a higher chance of (random) breaktroughs in that field. Of course, granting researchers access to extremely powerful machinery could have some undesirable side effects, especially if the scientist in question feels underappreciated. The discovery of Eldritch artifacts could also need a project leader, and depending on, for instance, the patience of that leader, the results could range from 'accidental activation of otherworld portal' to 'after years of research, we conclude that the object appears to be round in shape.'

I'm sorry if this has been said already - I only had time to read the first ten and last two pages. Anyway, I'll be watching this with interest.
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #862 on: January 22, 2014, 03:51:14 pm »

We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/

Oh thank god, I was worried that feature wouldn't be included.  That's a load off my chest.  *Dons hat*
« Last Edit: January 22, 2014, 05:11:06 pm by Puzzlemaker »
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Steelmagic

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #863 on: January 22, 2014, 04:30:33 pm »

We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
You had enough coffee, however you needed more hats.
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Farmerbob

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #864 on: January 22, 2014, 04:50:34 pm »

We might try testing the concept of the characters choosing the techs, it's a neat opportunity to, again, tie the game's momentum to managing which people you put in charge is interesting, but we might end up not doing it if we can't clearly associate the choice of putting a specific person in charge to the sorts of research you get.

New blog post up, we either had too much coffee or not enough: [edit: this is not a new problem]

http://www.gaslampgames.com/2014/01/22/what-we-learned-at-steam-dev-days/
You had enough coffee, however you needed more hats.

Agreed.  Why not make drink koozies that look like hats, then you can have hats and coffee at the same time?
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mendonca

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #865 on: January 22, 2014, 04:59:09 pm »

Who needs hats and coffee when you have mummery and frippery?
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Graknorke

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #866 on: January 22, 2014, 05:29:01 pm »

I see you've finally got your priorities sorted out. Hats are a core component of any successful game.
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #867 on: January 29, 2014, 01:47:05 pm »

I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/
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forsaken1111

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #868 on: January 29, 2014, 01:48:53 pm »

I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/
Will we have procedurally named horrors from beyond?

-goes to read-
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Farmerbob

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #869 on: January 29, 2014, 04:40:36 pm »

I'm knee deep in small business accounting this week, so David wrote a post talking about the naming system he and I have been warring over / iterating on:

http://www.gaslampgames.com/2014/01/29/the-power-of-names/

Will names be passed from generation to generation?  In my direct line there are six generations of men in a row with the exact same name, which could lead to some interesting confusion in the game.
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How did I miss the existence of this thread?
(Don't attempt to answer that.  Down that path lies ... well I was going to say madness but you all run towards madness as if it was made from chocolate and puppies.  Just forget I said anything.)
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