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The idea of this game is really exciting! I hope that pre-purchasing and beta access will happen at the timeline you're hoping - it seems like the kind of game that could benefit from people trying crazy poo poo to see if it breaks.
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# ¿ Sep 7, 2012 14:04 |
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# ¿ Apr 25, 2024 16:37 |
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Definitely user interface plans. Not just buttons but how to surface the sort of information the simulation runs on. Citizen mood, altitudes, weather conditions, phase of the moon, amount of lasers mounted on the airship, that sort of thing. Making decisions based on many variables really only works if those variables aren't hidden from view (or 20 shortcut keys away from the other bits of info you need).
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# ¿ Nov 21, 2012 23:17 |
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Yeah, please don't make any final calls until you've had a play with the Minecraft megamod Tekkit. It has a whole host of ways of dealing with electrical wiring problems (similar to the issues you describe with pipes). Some ideas are good, some bad, and I'd be suprised if there weren't some ideas there that'd help your knife fight in the pit be more productive. If you're not going to play this this, at least look at the wiki. Specifically the transport pipes for Buildcraft, the wiring and transport pipes for IndustrialCraft2 and the wiring mechanics of RedPower2. Yes, these are all incompatible systems, yes it's an unholy mess but it still manages to work, somehow.
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# ¿ Nov 22, 2012 10:10 |
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I always look forward to the weekly updates and these nerdy programmery ones are my favourite!
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# ¿ Jun 19, 2013 22:25 |
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nvining posted:Then the game crashed. Clearly the aristocrat got around to sizing up your head and figured that you, too, were a suspected cultist. He then severed you from the now independently existing simulation so as to minimise your corrupting influence.
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# ¿ Mar 7, 2014 14:48 |
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That update was amazing. As for the moods mockups - I'd prefer either version where the text isn't hidden in a mouseover. I've got plenty of screen estate and mousing over funny but somewhat obtuse icons doesn't help the whole emergent narrative thing. The outcome is likely I'll mostly not mouse over and read it at all, rather than go through each of my citizens as they do something interesting and try to work out why they just started wearing carp on their heads.
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# ¿ Apr 3, 2014 03:15 |
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I posted this on The Blog but in case it gets stuck in moderation hell: (this is all in response to the latest blogpost, the previous commenter suggested a monthly roundup of rewards in lieu of instant +5 bonus magic currency) The previous commenter's idea seems really nice to me. Less an instant reward, more of an XCOM style monthly thing. You might even be able to tie the rewards in there - each month you get an update on how well you did, more prestige points as a result AND take delivery of the things you ordered throughout the month. (this might even allow you to do cool rate-limiting stuff; you can only get 2 steam knight suits per month, as The Empire's Production Lines can only spare so many for a backwater colony. Maybe part of the campaign incentives could be loosening the purse strings of the Empire somewhat - bigger allowances, more monthly rewards, etc). After all, it's a far-off colony, instantly delivering stuff has always felt a bit weird to me. PS: Oh man thinking about this it really seems to come together: Her Majesty has taken a Sudden Interest in all things Archaeological; as such for the next two months, any Discoveries in that araena will be rewarded with extra prestige! Et cetera.
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# ¿ Dec 4, 2014 07:47 |
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All of that sounds awesome, prestige could really help tie missions together in a campaign and allow for varied play styles within missions.
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# ¿ Dec 4, 2014 08:57 |
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It makes the installer a useful entry point so people of a variety of skill levels can work out what to do. An app on Mac OS is just a folder with some magic meta-data, so putting that folder in your Applications folder is literally all the installation process you're going to need. (there are also full on installers for applications that need to touch system files and such) All in all it's pretty elegant, but incredibly not Unixy so it's a bit of a weird thing to get used to. Anyway, how about them cultists!
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# ¿ Dec 22, 2014 04:40 |
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That was a cool post, thanks! I like the programming nitty gritty.
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# ¿ Feb 26, 2015 02:15 |
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nvining posted:You've convinced me. I'm reprogramming the workshop code to do this for 42B and we'll see what happens. Collusion! I mean that's good and cool, nice!
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# ¿ Aug 25, 2015 04:23 |
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I love following this game and bought it basically day 1 but haven't played it much yet either. Partially that is to avoid burning out on an early access release of a game that'll be much more satisfying later, and partially because my goal in these sorts of games is to build Enormous Sprawling Industry (think Tekkit mod for Minecraft or Factorio, stuff like that) and it doesn't seem like a lot of that sort of thing is in yet. I do check in on new builds occasionally though just because I love the art style and it's always rad to see your little people run around building things.
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# ¿ Sep 4, 2015 02:59 |
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Yes, pipes! The idea of a town management style game with logistics slathered all over it like an overstuffed peanut butter & jelly sandwich is what made me excited about this game in the first place (and fish people, of course), happy to see some signs of this stuff!
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# ¿ Mar 29, 2016 11:55 |
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Congrats on hitting Beta! I've dipped my toe in every bunch of updates, I'll have a peek after the hotfix and see what's changed!
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# ¿ May 26, 2016 15:42 |
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I always love the update art but this time I REALLY love it. Gorgeous colours and everything. <3
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# ¿ Aug 27, 2016 06:53 |
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Fired the current main branch up for some Good Times earlier. Had a Good Time as advertised. Some thoughts: (note: these adventures took place on the current stable branch. I think that's 54A?) Wrinkles:
(there's no specific technical issues but if you want to see the save to see where I petered out, I'd be happy to send it) Happy things:
Ok holy poo poo this is turning into War and Peace. Gonna leave it at this but just wanted to re-iterate I'm really happy with the direction Clockwork Empires is travelling in and am looking forward to playing it again in another few updates. Bettik fucked around with this message at 07:45 on Sep 28, 2016 |
# ¿ Sep 28, 2016 07:42 |
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Related to the enormous post above: How do I actually find out which minerals result in what output if I place a mine there? There's a variety of -tites and -dites which, for all intents and purposes, might as well be names of a long dead Pantheon for me.
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# ¿ Sep 29, 2016 00:46 |
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My brief time with A55 (after writing that huge screed upthread about A54) confirms the game's looking solid and I'm sure a 1.0 release will go off well, you all deserve for this to go off smoothly and be well-received as a Real Game Out of Early Access. Snoots, tho. Snoots. Hopefully there'll be a snoots DLC
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# ¿ Oct 7, 2016 04:39 |
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# ¿ Apr 25, 2024 16:37 |
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nvining posted:I will point out that Dredmor got something like five different/new skill trees in the main body of the game post-launch. No promises, but I would hope that DLC would be more substantial than that. Fair point and I was half-joking about the DLC. I know Dredmor became almost twice the game in just the base game over the life time of the project, I'm not worried! Definitely now is the time to polish and improve a million small things, not desperately try to squeeze in one more big thing. I haven't personally seen the end game at this point but from early and middle it seems you guys found a decent cutoff point for a release quality game. Good luck with the next few weeks, please don't kill yourselves with crunch!
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# ¿ Oct 7, 2016 05:52 |