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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 256222 times)

PrimusRibbus

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #990 on: March 19, 2014, 06:12:15 pm »

hnnngggghhhhh

gameplay right here!!!!!!! 12 minutes as well not bad about to watch it....

http://www.youtube.com/watch?v=QRJ1B4DknOY

Spoiler (click to show/hide)
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Urist McScoopbeard

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #991 on: March 19, 2014, 06:33:15 pm »

Krieger is the best doctor.
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MoLAoS

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #992 on: March 20, 2014, 01:41:51 am »

http://www.quartertothree.com/game-talk/showthread.php?70484-Clockwork-Empires-%28from-Gaslamp-Games%29&p=3544331&viewfull=1#post3544331

This a recursive link. The link contains another link which you should click. Also my evil plot to enslave Gaslamp devs for my own amusement.
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motorbitch

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #993 on: March 20, 2014, 08:37:44 am »

Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
you never understood the game it seems.
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Intrinsic

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lordcooper

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #995 on: March 20, 2014, 12:56:53 pm »

How come John Walker gets all the hugs?
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aristabulus

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #996 on: March 20, 2014, 01:14:33 pm »

I, for one, welcome our new obelisk-headed land squid overlords!  ^__________^

I hope the AI is as good as RPS seems to think.  I am fearful of what that means for the hardware requirements, though.
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #997 on: March 20, 2014, 02:18:12 pm »

This excites me in so many ways.  I wish I could get motivated to make/finish the games I start...  Makes me jelly.

Clockwork empires is looking awesome and the press have responded really well!  Hopefully that brings in more viewers!
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xaritscin

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #998 on: March 20, 2014, 02:23:37 pm »

I, for one, welcome our new obelisk-headed land squid overlords!  ^__________^

I hope the AI is as good as RPS seems to think.  I am fearful of what that means for the hardware requirements, though.
BUT BUT, THE ECHIDNA WAS FIRST!....
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MoLAoS

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #999 on: March 20, 2014, 02:29:38 pm »

Didn't they say you need a quad core processor to play this? Or am I mixing it up with some other game?
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Citizen Daniel

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #1000 on: March 20, 2014, 03:47:20 pm »

We didn't want to set expectations low and then have to change them later.  The game will run best on a quad core machine (or whatever), but we're still not sure how it will do on a dual core machine.  You'll be able to run it, I believe, but it won't be an ideal situation.
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Puzzlemaker

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #1001 on: March 20, 2014, 05:20:08 pm »

We didn't want to set expectations low and then have to change them later.  The game will run best on a quad core machine (or whatever), but we're still not sure how it will do on a dual core machine.  You'll be able to run it, I believe, but it won't be an ideal situation.

Hyperthreading!
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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.

Aklyon

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #1002 on: March 20, 2014, 09:50:02 pm »

Probably because the first thing some people remember about tropico is the supposed builders only building the buildings you least required and leaving stuff you need right now (like apartments, or farms) unbuilt until later despite prioritizing.
you never understood the game it seems.
Well, I've only played parts of 3's campaign, I probably did miss something.
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Crystalline (SG)
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Farmerbob

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #1003 on: March 21, 2014, 12:57:39 am »

At the time that was designed, it was a visual suggestion for the stockpile zone.  If we go with this whole "visual representation thing", we really need to stick with it.  They do cost planks to create, but this is something we have to play with through testing to get it right.  We have other versions (brick, metal, and... stone i think), so the player will have some choice about how their stockpiles look eventually.  For now, there is only wood.

Well, it should cost some sort of resources to keep supplies in a safe place.  Planks on the ground could be a placeholder for cabinets / bins / buckets / iceboxes / whatever.

Oh.  We have steam power.  What about ice?  Does the clockwork Empire understand heat transfer well enough to create ice machines?

I ask this because it's always a plus if it is possible for one to literally freeze a game that's figuratively gone to Hell.
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Farmerbob

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Re: Clockwork Empires - Gaslamp Studios makes a colony builder!
« Reply #1004 on: March 21, 2014, 01:04:26 am »

Quote
“somewhere between Dwarf Fortress and SimCity.”
why did you say that?
from all what i read about CE, it will be much more like tropico then like simcity.
witch is awsome. sc is borring.

as breakdown and failure will be such a big thing in CE:
most (if not all) games i played that had some resemblance to CE, it is very easy to prevent failure in the first place.

exemple: in df  there is this spiral of doom, but after a couple of tries one will have learned that the having enough booze will prevent almost every spiral. by this point, the game becomes rather easy (and borring :(  )

tropico was much more difficult in this regard, but even in tropico there where enough ways that (almost) always made you win that election (like having a gold mine and being rich as a fuck)


are there plans to prevent always sucessfull iwinnau strategies in CE? i think this is very difficult to acheive, as the happy zone between "boredom by ensured victory", and "boredom due to frustration by losing to factors one can not  influence" is so very thin.

(excample: tropico had this one factor that turned ensured victory completely off, it was called hurricane. yet, i found it a very displeasing feature. losing to divine intervention is not all that much fun to me. i prefer losing to my own mistakes)


anyhow: i think i love you guys <3

I think I can explain in the following sentence why they said Sim City rather than Tropico.

What is Tropico?
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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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