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Deadmeat5150 posted:I always suspected the goggles were just in case something needed to be welded right away. When there are Welding Emergencies, it is good to know that the Emergency Welders are on the case. For the Queen! (And yes, the monkey is pretty accurate. We're all really brain-dead this week.)
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# ? Jan 24, 2013 05:15 |
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# ? May 10, 2024 01:23 |
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I had always assumed steampunk's love of goggles stemmed from incorporating the popular image of early aviation.
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# ? Jan 24, 2013 05:38 |
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Maybe the goggles are so you don't get blinded by smoke and coal dust. I have to imagine that your average steampunk city is an incredibly polluted hellhole.
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# ? Jan 24, 2013 14:27 |
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Dr. Demon posted:Maybe the goggles are so you don't get blinded by smoke and coal dust. I have to imagine that your average steampunk city is an incredibly polluted hellhole. Oh yeah this is one more thing that bothers me. People love to prance around in the aviator costumes and not think about the massive underclass that you would need mining all the coal for your loving steam goggles or steam watch.
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# ? Jan 24, 2013 22:12 |
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It bothers you that people prefer to think about things that are cool instead of things that are depressing? Particularly in terms of entirely fictional societies?
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# ? Jan 24, 2013 22:29 |
Iunnrais posted:It bothers you that people prefer to think about things that are cool instead of things that are depressing? Particularly in terms of entirely fictional societies? A steampunk setting that doesn't deal with class issues is a pretty drat shallow one. I mean, it's the least you can do to pretend the "punk" in steampunk means anything.
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# ? Jan 24, 2013 22:45 |
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Further down the same rabbit hole, hopefully the game will be going more in-depth into a steam-driven world than simply "it's just a __________ with some gears glued on it."
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# ? Jan 24, 2013 22:55 |
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Iunnrais posted:It bothers you that people prefer to think about things that are cool instead of things that are depressing? Particularly in terms of entirely fictional societies? Eiba posted:But... aren't depressing class issues really interesting? That's my favorite part. I love that it sounds like the horrible class issues of the era are going to be comically represented in this game. Pretty much this. If there is value to the genre, and I believe there is potential, it will have to come in the form of people using a fantasy setting to examine real world problems and the human condition.
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# ? Jan 24, 2013 23:07 |
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Eiba posted:But... aren't depressing class issues really interesting? That's my favorite part. I love that it sounds like the horrible class issues of the era are going to be comically represented in this game. MoreLikeTen posted:Pretty much this. If there is value to the genre, and I believe there is potential, it will have to come in the form of people using a fantasy setting to examine real world problems and the human condition. Alehkhs posted:Further down the same rabbit hole, hopefully the game will be going more in-depth into a steam-driven world than simply "it's just a __________ with some gears glued on it." Yes to pretty much all of this. We're very aware of the evils of colonialism, and that it is... well, let us just say that 90% of steampunk hideously glamourizes it. Everybody's nobly running about with their zeppelins and their aetheric guns and their goggles, and this just sort of glosses over the fact that the real British Empire was busy colonizing and subjugating everything that it could get its hands on, with unfortunate outcomes for the local populations ranging from oppression to slavery. So yes, definitely something we are aware of; also, we are keeping in mind the consequences of industrialization. It should be... an interesting take on things. I will note that David is heavily into China Miéville, that sort of thing. I like my steampunk a bit more wibbly, so there's something there for everybody.
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# ? Jan 24, 2013 23:20 |
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nvining posted:Yes to pretty much all of this. We're very aware of the evils of colonialism, and that it is... well, let us just say that 90% of steampunk hideously glamourizes it. Everybody's nobly running about with their zeppelins and their aetheric guns and their goggles, and this just sort of glosses over the fact that the real British Empire was busy colonizing and subjugating everything that it could get its hands on, with unfortunate outcomes for the local populations ranging from oppression to slavery. This is starting to sound really promising. I'd love to build New Crobuzon and it seems like the developers have something along the same lines in mind. A grimy steampunk world filled with class issues, pollution, and the dark consequences of imperialism is always more interesting than the sanitized cheery steam"punk" that is way too common. I mean, it sounds like you guys are going for a more dark comedy angle than serious social critique, which honestly is probably a better choice for a videogame (and especially one without a set plotline), but just the same, it makes it that much more of an interesting and believable world. So yeah, when can I preorder?
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# ? Jan 25, 2013 01:28 |
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Limerick posted:So yeah, when can I preorder? Not for a while yet. The official date of release is still EOY 2013 "if all goes well." We also ran a beta test for Dredmor through these forums which was hugely successful; we'll probably do much the same for CE as soon as we get things to the point where we start wanting/needing player feedback.
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# ? Jan 25, 2013 20:01 |
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President Ark posted:I imagine a picture of you with a little cartoon thought bubble with this in it.
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# ? Jan 25, 2013 20:11 |
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Wolfgang Pauli posted:My mind immediately went to this. It's generally what I think staff meetings at Gaslamp are like. We played that at a staff meeting and were immediately greeted by "we have a spy in our midst!" The entire office is now undergoing interviews to determine who is the spy. Well done.
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# ? Jan 25, 2013 23:37 |
nvining posted:We played that at a staff meeting and were immediately greeted by "we have a spy in our midst!" The entire office is now undergoing interviews to determine who is the spy. Time to break out the flamethrowers. If you yell "SPYCHECK!" first it's okay.
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# ? Jan 25, 2013 23:45 |
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Just wondering, have any of you guys read Gregory Keyes' The Age Of Unreason books? The whole 'alchemy/steampunk gone horribly wrong' aestheic of the books sounds a bit like what you were getting at - people abusing the power of the new 'science', without much thought about the suffering it causes!
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# ? Jan 26, 2013 00:53 |
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Pseudohog posted:Just wondering, have any of you guys read Gregory Keyes' The Age Of Unreason books? The whole 'alchemy/steampunk gone horribly wrong' aestheic of the books sounds a bit like what you were getting at - people abusing the power of the new 'science', without much thought about the suffering it causes! Nope, we haven't, but it sounds like the sort of thing we *should* read.
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# ? Jan 29, 2013 01:11 |
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Pseudohog posted:Just wondering, have any of you guys read Gregory Keyes' The Age Of Unreason books? The whole 'alchemy/steampunk gone horribly wrong' aestheic of the books sounds a bit like what you were getting at - people abusing the power of the new 'science', without much thought about the suffering it causes! This description reminds me a bit of the series "Fringe", apart from the steampunk. Mainly the "people abusing science" part. I can highly recommend it in any case.
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# ? Jan 29, 2013 09:24 |
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Scripting system talk and more work on biomes: http://www.gaslampgames.com/2013/01/30/hooray-for-scripting-and-other-things-we-did-in-the-past-two-weeks/
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# ? Jan 30, 2013 19:24 |
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#the mod community will not be allowed to experience joy only suffering#
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# ? Jan 30, 2013 20:31 |
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"Unlike in Dredmor, where scripting using our XML system causes hideous silent failures, both our XML and our Lua code will scream at you, furiously, if anything is broken or incorrect." Excellent. Those were a nightmare. Edit: new screenshot is nice. Daynab fucked around with this message at 21:44 on Jan 30, 2013 |
# ? Jan 30, 2013 21:41 |
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You could make an entire blog post out of nothing but disjointed tags and I'd still read it. The mod community will not be allowed to experience joy? It will be a modding community. Whatever makes a large amount of a modding community joyful is probably something that man was not meant to see. However, it would probably fit right in with the Lovecraftian steampunk. The new terrain looks pretty. The scripting is good news for modders if it ever gets to their hands.
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# ? Jan 30, 2013 23:49 |
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I have to say that I love how this is turning out. Everything i see makes me more impatient to try Clockwork Empires out. After Dredmor, and with this sort of development log, pretty much anything you guys release is insta-buy for me (I even got a diggle plushie!) Keep up the good work!
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# ? Jan 31, 2013 01:52 |
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quote:Fundamentally, Gaslamp’s programming team operates based on spite. In all fairness, I think a lot of teams operate on spite.
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# ? Jan 31, 2013 04:21 |
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Cauldron Moose posted:I have to say that I love how this is turning out. Everything i see makes me more impatient to try Clockwork Empires out. After Dredmor, and with this sort of development log, pretty much anything you guys release is insta-buy for me (I even got a diggle plushie!) Keep up the good work! I'm going to take a moment to echo this. I loved Dredmor, I love how open and involved you are with us, and really I just love your whole shtick. I plan on buying CE as soon as I possibly can and the same is likely to go for whatever your next project is. As an irrelevant aside. What did you name your diggle plushie? Sir Digsworth? Lord Diggleton?
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# ? Jan 31, 2013 10:04 |
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Volmarias posted:In all fairness, I think a lot of teams operate on spite. But not many teams produce games where "spite" might as well be some type of fuel resource in-game.
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# ? Jan 31, 2013 17:33 |
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Admiral Funk posted:I'm going to take a moment to echo this. I loved Dredmor, I love how open and involved you are with us, and really I just love your whole shtick. I plan on buying CE as soon as I possibly can and the same is likely to go for whatever your next project is. I... Name? They have names? I always just took them for a hive mind of hate and malice, one that when the connection was severed they entered into an almost vegetative state! This changes everything! I'll have to work out a name for him (her? it? Do diggles have gender?) right away.
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# ? Jan 31, 2013 19:49 |
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Cauldron Moose posted:I have to say that I love how this is turning out. Everything i see makes me more impatient to try Clockwork Empires out. After Dredmor, and with this sort of development log, pretty much anything you guys release is insta-buy for me (I even got a diggle plushie!) Keep up the good work! Thanks for the love, folks! I've passed these noble sentiments on to the rest of the development team.
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# ? Jan 31, 2013 20:42 |
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Admiral Funk posted:As an irrelevant aside. What did you name your diggle plushie? Sir Digsworth? Lord Diggleton? Digsby. He lives in my bathrobe pocket.
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# ? Jan 31, 2013 21:00 |
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Wipfmetz posted:But not many teams produce games where "spite" might as well be some type of fuel resource in-game. Touché.
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# ? Jan 31, 2013 23:45 |
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nvining posted:Thanks for the love, folks! I've passed these noble sentiments on to the rest of the development team. Wait! No! Don't be spreading love all around the team! It will decrease their work morale and we will never see CE released!
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# ? Jan 31, 2013 23:50 |
7c Nickel posted:#the mod community will not be allowed to experience joy only suffering# Honestly, I hope that modding is easier than that, because that's one of the things that makes Dwarf Fortress so drat compelling. Give me a creature and 20 minutes and I'll have it ready to fight in the arena. Editing tokens in DF is so easy, even a non-programmer like me can produce interesting results from it. Hell, about a half-month into the DF2012 update I was one of the first people to figure out how to code shrinking illnesses, and I've gotten Cs in all my computer science courses. Of course, since Clockwork Empires will have stuff like textures and graphics modding is going to require a little more effort than opening Notepad and editing the creatures.txt file no matter what. Still, try to keep things readable to people that haven't taken programming courses. Notation will set you free! Oh, and personal request: Once the game is fairly stable and you're conducting internal testing, please for the love of Cog write down any particularly hilarious bugs and preserve them for the final release in some form. Stuff like "fish being too hardcore" is what defines DF, and is miles funnier than any conscious effort at comedy would have been. And gotta reccomend the recently completed Matul Remrit to the "Inspiration" folder.
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# ? Feb 1, 2013 02:56 |
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Admiral Funk posted:I'm going to take a moment to echo this. I loved Dredmor, I love how open and involved you are with us, and really I just love your whole shtick. I plan on buying CE as soon as I possibly can and the same is likely to go for whatever your next project is. Sir Professor von Digglesworth III, Esq, MD, LLP, of course.
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# ? Feb 1, 2013 03:30 |
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Triskelli posted:Oh, and personal request: Once the game is fairly stable and you're conducting internal testing, please for the love of Cog write down any particularly hilarious bugs and preserve them for the final release in some form. Stuff like "fish being too hardcore" is what defines DF, and is miles funnier than any conscious effort at comedy would have been. Reminds me of that bit about the Skyrim chickens reporting your crimes. Thats just gold. Another request on the nature of modding, if its possible to fit it into the timetable post release (or pre!) could you throw in something modular with existing ingame objects? You know, if i wanted to mod in a new monster, a simple but elegant place holder might be a mis-mash of current objects. Or a current monster with a new hat. Or a new table with different objects ontop. Or a new monster with a table for a hat. Stuff like that is handy. Its kind of frustrating when you're limited to using existing assets or crack open texture files yourself. And while i cant speak for the dev end, it seems like an easy win for the modders.
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# ? Feb 1, 2013 05:48 |
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I'm loving the newer game images. The original renders back when the game was announced were ugly-ish, but the new ones are looking better and better. Can't wait to make a herd of aurochs go extinct again . I like that most of the computing power the game will consume will go to the simulation layer, I think we've reached a point in gaming when it is just not worth it to keep pushing graphic capabilities (because it's expensive both in development time and money and for the end user, it's difficult to program, and I just think we've reached a good enough graphical satus quo, we don't need more triangles for the GPU god); and it's just better to use all that processing power for simulations/physics/AI/giant interactive worlds/things that further gameplay. Seconding the blog telling us about amusing bugs, they are always my favourite bit of development. I could see "Cogs McGruff cancels eating: too insane" as a feature and not a bug in this game.
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# ? Feb 1, 2013 16:18 |
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Markovnikov posted:I'm loving the newer game images. The original renders back when the game was announced were ugly-ish, but the new ones are looking better and better. Can't wait to make a herd of aurochs go extinct again . I like that most of the computing power the game will consume will go to the simulation layer, I think we've reached a point in gaming when it is just not worth it to keep pushing graphic capabilities (because it's expensive both in development time and money and for the end user, it's difficult to program, and I just think we've reached a good enough graphical satus quo, we don't need more triangles for the GPU god); and it's just better to use all that processing power for simulations/physics/AI/giant interactive worlds/things that further gameplay. We'll post interesting bugs as we come across them. The best one to date has still been the Random Plant People.
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# ? Feb 1, 2013 21:58 |
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I haven't seen this mentioned so I thought I'd bring it up: will there be checks in place to give a sense of progression without frontloading difficulty or making later gameplay stale? For instance, DF can dump a huge influx of migrants on the player before they have stable food production in place, gobbling everything in sight. Rampaging herds of dangerous animals or undead can wipe out an expedition within seconds of the game starting. Situations like these are largely outside the control of the player. The reverse is true of later gameplay once basic production is stable and defenses are up, as little is overly threatening. That being said, having an option to somewhat scale events like that to player progression is nice, but being able to turn it off could be hilarious as well for those looking for a challenge. Or those looking to see just how fast a new outpost of the empire can crumple under the assault of crab-people or whatnot. edit: I'm not just talking about a difficulty slider, although that in itself is not a bad idea. I'm more interested in, say, the map generator spawning some hideous beast which beelines for your expedition from the second the game starts. I suppose this could also be mitigated by allowing the player to trade some production capability to start with some means of defense. Carnalfex fucked around with this message at 19:30 on Feb 2, 2013 |
# ? Feb 2, 2013 19:17 |
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nvining posted:Yes to pretty much all of this. We're very aware of the evils of colonialism, and that it is... well, let us just say that 90% of steampunk hideously glamourizes it. Everybody's nobly running about with their zeppelins and their aetheric guns and their goggles, and this just sort of glosses over the fact that the real British Empire was busy colonizing and subjugating everything that it could get its hands on, with unfortunate outcomes for the local populations ranging from oppression to slavery. This sounds great. I liked the idea of the game a lot but I'm always put off by Steampunk because most of the time it glorifies empire and cultivates a very shallow nostalgia for it. I too will be keening looking for when I can pre-order.
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# ? Feb 2, 2013 19:28 |
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I found my new favorite:Cauldron Moose posted:I always just took them for a hive mind of hate and malice, one that when the connection was severed they entered into an almost vegetative state!
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# ? Feb 3, 2013 09:29 |
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Totally random question - part of the game is about exploration around the colony as you develop, yes? So can you find things other than monsters and evil... things? More specifically, will you be able to find existing buildings like odd temples, native settlements or failed colonies, and incorporate them into your settlement? Likely with some terrible, mind-wrenching drawback?
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# ? Feb 3, 2013 15:22 |
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# ? May 10, 2024 01:23 |
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ScottyBomb posted:Totally random question - part of the game is about exploration around the colony as you develop, yes? So can you find things other than monsters and evil... things? Looking at all of the updates, I would say this is one of the prime aspects of the game.
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# ? Feb 3, 2013 18:45 |