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Author Topic: Clockwork Empires - 1.0 release October 26th  (Read 255969 times)

StupidElves

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1440 on: August 24, 2014, 07:23:17 pm »

PTW
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Accidentally made over 5000 copper maces once. I have no idea how that happened.

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The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

Majestic7

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1441 on: August 25, 2014, 01:12:41 am »

You can play around with this, but I wouldn't call the early access a game yet. It looks promising, though and I'm waiting new versions with great anticipation. Right now the most fun I have is watching my colonists start a cult worshipping Cthulhu.
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Darkmere

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1442 on: August 25, 2014, 06:06:22 pm »

So, the update for saving games just went out. As an unexpected bonus, you can also LOAD games, too. So that's a thing.

I admit I haven't been playing it much after kinda burning out poking buttons and breaking geometries, but I'll dive back in the next content update no questions asked.
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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 - **Earliest access! Testing Details linked in OP **
« Reply #1443 on: August 26, 2014, 02:24:01 pm »

Echoing the sentiments that are already posted.  It's a pretty solid foundation and I can't wait for a bit more content :)

Also, you guys need to use this in some promotional materials.
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Citizen Daniel

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1444 on: August 26, 2014, 02:37:36 pm »

We posted a small update earlier this week with saves in it, but there aren't any significant gameplay changes.  Those will be hitting the experimental branch roughly weekly until we post a major update in September.

Finally having a chance to get organized regarding economic model and combat.

Dusting off old designs.

Lots of 80s rock work montages.
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SharpKris

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1445 on: August 26, 2014, 03:44:23 pm »

anything new about the graphic issue?
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Citizen Daniel

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1446 on: August 26, 2014, 03:57:25 pm »

A few things. Some people were having issues with black terrain etc from intel cards, which as I said, we dropped support for due to how nightmarish that process was.

Some people had some black terrain with non-integrated cards, and that is often resolved by deleting the config file and not messing with the options menu, as those options still need work.

Some people have their video cards working like crazy on the game, for which Nicholas is attempting to implement "instancing" (basically batching the rendering of objects because it's much, much cheaper), no ETA but it seems to be coming along really well.

If that doesn't cover the graphics issue you're talking about, I'd really recommend asking on our forum, as they seem to know more about the fixes for various issues than I do at this point :)
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Greenbane

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1447 on: August 26, 2014, 04:30:12 pm »

Random question, Daniel: considering you intend to implement some manner of conflict with other colonial powers in the future, will players be able to construct ships in their in-game settlements? If only to protect the colony from foreign invasions... I feel a naval aspect is important in any colonial/imperialistic Victorian-esque setting, but I'll understand if you deem it outside of CE's scope.
« Last Edit: August 26, 2014, 04:32:08 pm by Greenbane »
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Citizen Daniel

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1448 on: August 26, 2014, 04:54:41 pm »

We talked about naval combat, but it's very much its own system, and it has some really interesting and difficult problems.  We have a few assets for it, but we've shelved the naval combat system indefinitely at the moment.  Military protection is currently planned to be land-based.
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Citizen Daniel

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1449 on: September 04, 2014, 01:29:20 pm »

New experimental branch update is live, changelog is posted here:

https://community.gaslampgames.com/threads/revision-30d-is-up.9203/#post-89889

This is the changelog between 30C and 30D. There's a bunch of stuff that's changed since version 30.

Also, it's "Experimental" for a reason. There are known stability issues with it; we're working on them :)
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Retropunch

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1450 on: September 04, 2014, 02:50:20 pm »

We talked about naval combat, but it's very much its own system, and it has some really interesting and difficult problems.  We have a few assets for it, but we've shelved the naval combat system indefinitely at the moment.  Military protection is currently planned to be land-based.

I think adding in Naval combat would be great as an expansion. It's the kinda thing that changes it significantly enough to warrant a whole expansion, and it's certainly not one of those things that should have been included with the original game (even the most demanding of fan would understand that it's such a big system to implement).





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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Citizen Daniel

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1451 on: September 16, 2014, 01:34:07 pm »

Oh hello! *turns, smoking jacket glinting off the fire in the hearth*

I didn't see you there. I was busy submitting the first major patch of Clockwork Empires to Steam.

*puffs on pipe*

You may be interested in what we've been working on.  The details are over there on the side table. *points*

(newspaper article on the front page: Clockwork Empires v31: "Conscript Steelcog versus THE MURDERCULT")
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Oneir

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1452 on: September 16, 2014, 04:28:45 pm »

I had no idea that pulpy version names were something I needed in my life. Yet here we are.
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Darkmere

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1453 on: September 16, 2014, 06:32:54 pm »

I'm definitely going to check out the new jungle biome. Nothing says home-cooked comfort food like beetlesteaks.
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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.

Majestic7

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Re: Clockwork Empires - **Earliest access! Testing Details linked in OP **
« Reply #1454 on: September 17, 2014, 03:42:15 am »

Mmh, still many random bugs, but progressing nicely. Mainly, loading save game seems to bugger things up, making soldiers stop fighting and people get stuck just picking up things, then dropping them down and picking them again.

Deep ones having guns feels a little strange, though - wouldn't the gunpowder get wet underwater? I'd prefer fishies to attack with javelins and melee. If you want gun-using attackers, add in bandits, former-colonists-gone-insane-and-now-worshipping-totally-not-cthulhu or human natives. Giving the nasties other objectives than just murder would be nice too. Like fishies coming to abduct humans for sacrificial needs/food. Human attackers could raid luxuries and guns etc.
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