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I'm really excited for this too. I've always been able to play DF (you get used to the interface, just have to power on through), but for me it gets old quick (you either get a stable fortress, or you embark in the worst possible conditions and lose immediately). Some questions: Will our piping and cogging(?) designs affect the city we build? I see it as adding a sort of puzzly aspect on top of the city building, but I don't know how you ahve envisioned it. Are the images in the OP just early mock ups? They don't look too good, and I worry it might be the transition into 3D rather than the nicer 2D of Dredmor/various Clockwork Empire concept art. I know it's still really early to know, but will the requirements for the game be high? Seems like with all those extra dimensions and simulation it'll be a far more requiring game than Dredmor. Finally, will there be more unknown games/DLC for Dredmor in the intervening year? A whole year without Gaslamp Goodiness seems like a lot.
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# ¿ Aug 28, 2012 04:27 |
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# ¿ Apr 26, 2024 08:58 |
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nvining posted:Awesome Stuff You had me at "Vacuum Tubes" (even if the game will probably melt my computer; I completely understand why that is though after having played Dwarf Fortress and seeing everything slowly crawl by; hope I can get into a beta/demo to try it out beforehand) . This seems like it will have a little bit for everyone: city building, steampunk, puzzly layouts and semi programming, lovecraftian horrors, diggles, etc...
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# ¿ Aug 29, 2012 02:43 |
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The Easy Rider posted:Captain Joe Cogsman of the Royal Steam-Constabulary I can't wait for all the puns that will come from this. Darkrenown posted:About half the Paradox office is sperging over this, just so you know. I'm surprised they did't think of something like this first. I don't really like Paradox's simulation games as they feel like playing European history on an excel sheet; yet I can see why other would like them. Clockwork Empires seems more on the Sim City side than on the Paradox side. I too am kind of worried that everyone seems to be getting a positive answer when they ask about X or Y being in the game; like maybe the game will try to be everything for everyone. Edit: Also, has there ever been a simulation heavy, real time game with multiplayer like this? Markovnikov fucked around with this message at 15:59 on Aug 30, 2012 |
# ¿ Aug 30, 2012 15:47 |
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Triskelli posted:Here's a question; How involved will the military system be? Despite all the micromanagement of DF (uniforms, weapons, patrol routes), there's no orders other than "run here" or "kill that". On the other hand this is a colony builder, not an RTS, so it can't be too in-depth. Is there any example of a simulation game with combat done right? I've been playing through Pharaoh/Cleopatra lately, and for all the great city management in those games the combat is terrible.
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# ¿ Sep 10, 2012 04:53 |
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nvining posted:The only thing we're actually drawing influence from from Minecraft for CE is the redstone mechanics and that sort of building, although I'm not sure if we'll play it straight or not. I'm a dick and so I'm tempted to make everyone build everything with gears/punch cards/vacuum tubes. The problem with Minecraft's redstone is that it's really clunky and anti intuitive, and I'm pretty sure it works nothing like what it's trying to emulate. It gets to the point where some people can barely connect two things with wires, while the electrical engineers run around building gigantic memories and RAMs and calculators and whatnot. Luckily, some mods, like RedPower improve the redstone, and give you things like pre made logic gate blocks instead of having to build even your own logic gates. I hope this doesn't scare you away from doing that sort of system as I'd love to play around with a workable version of redstone, but it's just a caveat to take into account.
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# ¿ Sep 12, 2012 13:45 |
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Ghostlight posted:Actually, from what I understand it works exactly like what it's emulating which is precisely why electrical engineers run around recreating computers and non-technical people struggle to create a pressure pad to open their front door. The thing is, it tries simulating both normal wires (just carrying a signal) and semiconductors (redstone torches somewhat?), and maybe diodes (redstone repeaters) and some parts of transistors at the same time. It's kind of messy. Anyways, someone mentioned Spacechem, and that one is a much user friendly system. You can easily try and do something that will solve the puzzle at hand, even if it somewhat brute forcey and not extremely efficient. Then someone can come by and make a Brainfuck interpreter (actually happened, check the competition the devs had a while back when they implemented free mode) with the same system.
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# ¿ Sep 13, 2012 13:21 |
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I like the part about not requiring an external wiki, that's one of the worst parts of Dwarf Fortress; the production chains can get ridiculous, with a lot of back and forth to a wiki to see what's next in the chain. Will you be building all the different steps on the industrialization scale, or will thing like artisans be spontaneous? What's the advantage/point of stand alone machines? Can some things only be produced with them? I get the other tiers. That conceptual art is awesome, makes me wish the game was made with 2D sprites in that style. But I'm guessing all the procedural stuff works better (or really only works) with 3D models.
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# ¿ Sep 25, 2012 23:00 |
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Any reason people dislike open storage?
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# ¿ Sep 26, 2012 21:22 |
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President Ark posted:No, but there may be outbreaks of SCP-217 causing much the same effect. If the purging and handling of horrors ends up interesting enough in game, I'm pretty much expecting someone to mod in the entire SCP library.
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# ¿ Nov 5, 2012 16:45 |
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chiefnewo posted:My suggestion for this is have options for making things transparent when necessary, similar to say, Roller Coaster Tycoon where you can make rides see-through when you are laying paths. Have options to make pipes and other connectors become see-through or completely invisible when you want them. Also nice would be if you click on a building, make all the pipes etc. not connected to the building see-through so you can quickly see what the building is connected to. Also make sure it's really obvious in the UI that you've switched off visible pipes! This is a good idea. Also, maybe coloring the pipes? And making it so different colored can't interact, and so on. (It's the way RedPower for Minecraft deals with the whole "wires are all samey, and wires interact with each other all the time" problem).
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# ¿ Nov 22, 2012 01:41 |
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Tias posted:For some reaason this post had me immediately thinking of a "rat king". It's a cryptozoological phenomenon where a lot of rats sleeping together in a nest gets their tails unsolvably tied together. Sometimes they bite free, other times they all die: Never knew the Rat King's were based on real stuff. Reality is yet again stranger than fiction. Volmarias posted:Please deliver plant people via piping. Thank you. Pipe [Spurchin Main Ingredient] into [Greenhouse].
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# ¿ Nov 23, 2012 21:34 |
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President Ark posted:My opinion on pipes vs. no-pipes is that waiting for the walkers to finally decide to deliver x good which is holding up my entire metropolis was probably the second-most annoying aspect of the Impressions games. Pipes get approval from me. If you're dead-set on not piping things, I could see certain items which are too large/fragile/cthonic requiring manual labor to move them around. That was probably the whole point of walkers in the Impression games: you either designed your city well, or it all went to hell/took too long to get done. It was a deliberate design choice, not an unintended consequence. As I'm seeing it, pipes would just be an analogous system to walkers, and not a replacement for them; pipes will still probably carry their own little set of fuckups for you to fall in.
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# ¿ Nov 23, 2012 22:35 |
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President Ark posted:I agree, it'd just be really annoying when my city would run fine and then suddenly the flow of one good would be interrupted for whatever reason (AI fuckup, hippo ate the deliveryman, sandstorm/typhoon/military invasion) and then I'd suddenly be in a catch-22 situation where that good being interrupted made me lose population which made me get underemployment issues which impacted my services which made it progressively harder to get back to that same point, and solving these things a lot of the time boiled down to changing Stockpile permissions - generally the least fun parts of those games. It's true, it can get out of hand. I remember this exact downward spiral happening to me once when playing Pharaoh not long ago: I was building a Pyramid, and the Pyramid Access Tile was over a road (because I'm bad at games). When the Pyramid was completed, it deleted the access tile, and thus the road. That cut half of my city off from the other half, and it started getting depopulated (full blown downward spiral as you describe it) because it wasn't getting any food. Cue half an hour of wrangling with job allocations and building and rebuilding roads to try and fix the mysterious lack of food on my new slum. Until I found the missing road piece and just had to reload because I was hosed beyond repair. I expect Clockwork Empires to at least give me some new horror in that situation to play with, and to make up for my newly ruined city
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# ¿ Nov 23, 2012 22:51 |
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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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nvining posted:Pigeons, pigeon pets, and an inordinate fondness for pigeons (the actual trait name is "Pigeon Fancier") is already in, and has been for a couple of weeks. There are various other Tesla-things in the design documents, including Teleforce. Didn't he also "invent" a couple of earthquake machines, that would pound the ground hard until an earthquake was produced? Or I just made it up/it was another mad genius that came up with those. I don't even know why you would want tho invent that
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# ¿ Feb 5, 2013 01:58 |
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P_R_Deltoid posted:There WAS an episode of the Mythbusters where they said he had created a device that could shake building foundations at a certain frequency until the building would collapse like it would from an earthquake. Yes, someone before also mentioned this one and it was probably the one I was thinking of. I probably also stole it from Mythbusters!. But really, the whole history of Science and Technology is filled with weird contraptions (since maybe Da Vinci making weird poo poo), most of them non functional of course, fueled by the progressive but always incomplete understanding of the various Sciences and some ingenuity and genius (particularly during the 1800's where most of the classical concepts of Physics came to be). Even today we get strange looking Perpetual Motion Machines (as much bullshit as they are, they are an interesting concept and always have hosed up designs; also it took the entirety of Thermodynamics to disprove them so go Science!), or the pie in the sky that is stuff like Cold Fusion or Super Conductivity. My point being, I don't think we'll be lacking on things to blow our little Clockwork kingdoms up.
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# ¿ Feb 8, 2013 17:28 |
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Mr. Peepers posted:Superconductivity is not pie in the sky, it exists perfectly well but no one has been able to generate it outside of very, very low temperatures. I know the phenomenon is real, but as the technology stands today it isn't very useable so it's still pie in the sky. Fusion is also a thing that is real, but good luck using it properly if you are not the Sun. Wolfgang Pauli posted:I'd love some kind of reference to Stephen Hales's blood pressure experiments, where some Scientist of Note goes around trying to measure people's humours by jabbing them in the neck with glass tubes. Or a reference to Torricelli with engineers measuring local atmosphere pressure by how many Burly Men it takes to rip apart two Magdeburg hemispheres. Reminds me of Lavoisier going around painting people with rubber to measure the water equilibrium of the body. I'm 99% sure I didn't make that up.
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# ¿ Feb 8, 2013 18:18 |
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If even the developers are writing fan fiction, I can't wait for the LP's that will come out of this Is this based on actual mechanics? I recognize some things from previous mechanics spotlights.
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# ¿ Feb 14, 2013 20:03 |
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Orv posted:Just fill one of the zeppelins with corpses. If your scientists aren't finding anything to do with the bodies, you should start leaving them next to Mysterious Monoliths more often. Maybe they'll get the correct ideas then.
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# ¿ Feb 21, 2013 00:09 |
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I see the food system gave us gave us bohemian Poets for free. How is poetry implemented? Is it procedural? That must be pure magic. How did that dude lose his head? Rendering error?
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# ¿ Feb 27, 2013 18:58 |
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# ¿ Apr 26, 2024 08:58 |
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Any words on the recent SimCity? I'm looking beyond the DRM fiasco, and more to their idea of "Multiplayer" and evolution of the SimCity franchise and city simulation genre's mechanics. (So much pipe porn in that blog post. I'm guessing you are still not settled on what the choice/compromise for the piping systems will be?) Edit: Blog Tags posted:we have very specific instructions not to mention anything to do with Sim City Markovnikov fucked around with this message at 00:55 on Mar 14, 2013 |
# ¿ Mar 14, 2013 00:50 |