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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 253200 times)

Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #615 on: October 02, 2013, 02:44:59 pm »

This week's blog post: governmental unrest and technical updates --

http://www.gaslampgames.com/2013/10/02/technical-status-update-empire-shutting-down-whigs-to-blame/
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Mephansteras

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #616 on: October 02, 2013, 03:09:24 pm »

Very nice! Both the writing and the progress evidenced inside the update. :)
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Propman

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #617 on: October 02, 2013, 05:10:33 pm »

I wonder if this game is going to have an Adventure Mode, kinda like a Victorian DoD.
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #618 on: October 02, 2013, 05:34:49 pm »

Maybe one day ; )
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #619 on: October 09, 2013, 01:05:09 pm »

We've been taking a week or so to clean up some stuff that was really bothering us on the rendering side of things.  We're really happy with the results!

http://www.gaslampgames.com/2013/10/09/no-rock-is-an-island/

Micah is busy writing me a method to identify unique historical events so we can have characters relay events without having horrific telephone-game-related problems, so I'm working on some different stuff, and Nicholas is hard at work on our building creator which still has the occasional bug that causes a building roof to extend to infinity.

The contents of this post are almost entirely the results of the hard work of the 4 guys in the art department: David, Sean, Joseph, and Chris.
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MoLAoS

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #620 on: October 09, 2013, 02:24:57 pm »

"This is all well and good, Mr. Baumgart; but if the game comes out and I don’t feel the urge to say “Hey, I know you — you’re that rock!” to at least one in-game rock after reading a full article on virtual rocks, I will be disappointed.

Good day."-Nya

I have to agree with the above comment post on that dev blog. Don't disappoint me.
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #621 on: October 09, 2013, 02:38:04 pm »

Hahaha alright alright, i guess we had better get to work on the set-piece system we were talking abouta few months ago.
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Pnx

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #622 on: October 09, 2013, 02:41:09 pm »

So pet rocks are now a thing in the game, right?
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #623 on: October 09, 2013, 03:26:15 pm »

If you mean rocks that the characters talk to, which whisper to them in their sleep, then definitely.
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #624 on: October 17, 2013, 12:56:36 pm »

Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken.  It's all fixed now though!  Still, I wasn't able to get any of the character behavior stuff done that I really wanted to, so I sulked around the office doing paperwork while the guys worked on other stuff.  So that leaves us with a post on debugging!  YES!

Nicholas wrote up this post about implementing academic papers and debugging using obscure file formats, and we posted it while starving and overly caffeinated during a road trip to Washington in a rental car.  The rock star life of a game developer, ladies and gentlemen.

http://www.gaslampgames.com/2013/10/16/how-to-debug-an-exploding-building/
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #625 on: October 17, 2013, 01:42:19 pm »

Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken.  It's all fixed now though!  Still, I wasn't able to get any of the character behavior stuff done that I really wanted to, so I sulked around the office doing paperwork while the guys worked on other stuff.  So that leaves us with a post on debugging!  YES!

Nicholas wrote up this post about implementing academic papers and debugging using obscure file formats, and we posted it while starving and overly caffeinated during a road trip to Washington in a rental car.  The rock star life of a game developer, ladies and gentlemen.

http://www.gaslampgames.com/2013/10/16/how-to-debug-an-exploding-building/

That looks really interesting.  That being said, I don't quite understand it.  I would absolutely love to see a .gif of the process in action.

Are the blue lines the blueprint, and the red the top of the "wave"?  Basically by creating a horizontal cross-section of the roof and slowly moving it up, you can calculate what the roof would look like, based on a few rules?
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.

Shakerag

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #626 on: October 17, 2013, 01:56:18 pm »

Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken. 
Story.  Of.  My.  Life.

MoLAoS

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #627 on: October 17, 2013, 02:24:09 pm »

Had one of those weeks where working on one thing found issues in another, and 3 days later everything was broken. 
Story.  Of.  My.  Life.

Oh man, so true.
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Gaslamp-Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #628 on: October 17, 2013, 02:36:25 pm »

Puzzlemaker: Yeah, that's the idea.  The rules get complicated when you have buildings with "nodes" that are connected, as there are more cases than you'd think there would be for merging large pyramidal sections.
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #629 on: October 17, 2013, 02:50:39 pm »

Puzzlemaker: Yeah, that's the idea.  The rules get complicated when you have buildings with "nodes" that are connected, as there are more cases than you'd think there would be for merging large pyramidal sections.

Thanks!  That's pretty cool.  Glad you got it fixed in the end though, those kind of bugs are a bitch.
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The mark of the immature man is that he wants to die nobly for a cause, while the mark of the mature man is that he wants to live humbly for one.
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