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I quickly scanned the OP and was like "Oh, another attempt to clone Dwarf Fortress and slap some graphics on it " Then I saw it was Gaslamp Games behind it. Now I'm excited. Can't wait to see what you guys put together on this. I also love the steampunk meets Lovecraft vibe.
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# ¿ Aug 27, 2012 22:15 |
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# ¿ Mar 29, 2024 08:13 |
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nvining posted:Welcome to loving Boatmurdered. Just from the quick feature list up above, it looks like the Round-Robin mode is basically for succession games, which is a brilliant move if so. Now just make sure you can name all the little dudes and if the game turns out well you'll have Let's Plays all over the internet generating word of mouth for you!
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# ¿ Aug 27, 2012 22:35 |
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nvining posted:I still only have four e-mails... Incoming! Sent from adminfive at gmail. I can only hope my extensive fungal expertise from Dredmore comes in handy. StarkRavingMad fucked around with this message at 00:57 on Jan 25, 2014 |
# ¿ Jan 25, 2014 00:49 |
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"NDA RULE #367.4: Do not post videos that have the potential to summon Yeogoroth, the Eater of Worlds, who will destroy the 'real' world."
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# ¿ Jan 25, 2014 01:33 |
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"If you liked it then you should have put a cog on it" made me laugh for a solid two minutes.
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# ¿ Feb 12, 2014 23:22 |
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Deadmeat5150 posted:Nobody posted today's dev blog? Shame on you all. You mean the one posted two posts above yours? The existential horrors are really getting to your mind. Might I suggest laudanum?
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# ¿ Feb 20, 2014 04:52 |
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nvining posted:A brief summary of today's testing experience: Over here greedily stroking my golden ticket
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# ¿ Mar 7, 2014 19:20 |
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Agree with most of the thoughts above on Early Access. I've played some games that work fine for Early Access, but I think the game has to be 1) In a state that is at least playable -- if it's totally broken to the point where it isn't "a game" people get upset and; 2) A game where playing it through once doesn't destroy interest in the game (for example, not a story-based game). Starbound is a good example of an early access game I bought where it's been fun to play and I think they are getting valuable input from the playerbase as part of the early access program (along with some funding, of course). I think Clockwork Empires has the potential to work in the same manner, although you'd definitely want a few early rounds of testing to make sure it meets criteria #1 above first.
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# ¿ Mar 27, 2014 23:42 |
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With any luck, you can sell out to Facebook for like a billion dollars!
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# ¿ Apr 1, 2014 19:05 |
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nvining posted:And now you have to ask yourself... I feel as though I have entered some sort of zone which contains danger.
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# ¿ Apr 1, 2014 19:56 |
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TheChad posted:So what is in the email? All I got was a picture of my own face, screaming. The time stamp on the email is several days from now.
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# ¿ Apr 1, 2014 22:09 |
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It's all in the email. You stole fizzy lifting goo, you bumped into the obelisks which now have to be cleaned and sterilized so you get nothing! You LOSE. Good day, sir!
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# ¿ Apr 2, 2014 03:10 |
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quote:“Here’s some mockups! Here’s some pictures! Here’s a hundred brand new features, Made me laugh a lot
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# ¿ Apr 3, 2014 00:13 |
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nvining posted:More exciting news from the front: The fact that half the memory leaks were connected to gossiping is kind of hilarious. That and the large block of useless code labeled "FIXME."
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# ¿ Jun 18, 2014 23:45 |
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nvining posted:StarkRavingMad also apparently built an invisible kitchen this morning. To be fair, it was a very nice invisible kitchen.
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# ¿ Jul 5, 2014 22:49 |
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nvining posted:Blogpost: As one of the testers, I don't think it is NDA-breaking to say this is a Very Good Summary of what I have seen regarding the current state of the game. quote:Removed David’s screaming head from the options menu I swear I've seen this in 5 or 6 different changelogs now. But it keeps coming back...
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# ¿ Jul 9, 2014 22:59 |
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nvining posted:So: we need to crowdsource a new title for this thread now that we are in Early Access. Make your best suggestion here, we'll pick the best one. You already know what the testing crew is going to suggest. Clockwork Empires - Early Access to Mr. Steelcogworth's Tasteful Nuts
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# ¿ Jul 16, 2014 22:35 |
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Daynab posted:Got it, thanks! Well, if we're trying to be honest, you've already stated the obvious thread name choice in the FAQ: Clockwork Empires: An Occult Cabbage-Farming Simulator With Fishpeople Good luck on the earliest access launch! (edit): Nevermind, didn't notice you already changed it to something similar!
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# ¿ Jul 18, 2014 16:54 |
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Eonwe posted:OC-1117 It's funny how many bugs in this game sound ominous and in tune with the setting. I can't post the actual old ones due to NDA, but we got stuff along the lines of "OH GOD NO ONE HAS A FACE" or "CORPSES' BODIES DISAPPEAR BUT THE HEAD IS STILL THERE AND IT'S EXPRESSING SADNESS" Anyone first starting out should check out the quickstart guide to avoiding starvation that dbaumgart just posted: https://community.gaslampgames.com/threads/clockwork-empires-alpha-quickstart-starvation-avoidance-guide.8474/ StarkRavingMad fucked around with this message at 19:15 on Jul 18, 2014 |
# ¿ Jul 18, 2014 19:06 |
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Eonwe posted:I honestly thought I was just doing something stupid, but for the life of me I could not get my citizens to harvest ripe cabbage either. I'll see if I can recreate this because it caused some people to starve when I tried it. Are you sure the cabbage was ripe? It looks like it's done for awhile before it's actually at the harvestable stage. I usually see a gangrush toward the field when it's harvesting time. Typically it seems to be good to have some form of other food started while you are getting your initial farms up and running since that first crop takes awhile - either hunting for steaks or foraging berries and then cooking works pretty well. If you actually had harvest jobs in the job screen and they weren't happening then it was bugged
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# ¿ Jul 19, 2014 18:46 |
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TorakFade posted:Hunting? And how would you do that? I harvest resources by clicking on them and selecting "Chop/mine/forage" that pops up, but when I click on animals the game just goes on camera-follow mode. Also, I queue up stuff in my kitchen but it never gets done I have a lot of wheat fields, lots of wheat, but baking bread takes forever and wheat keeps piling up while the bread gets eaten as soon as it's out of the oven and I have starvation problems (also, everybody is thinking about The Act of Murder all the time) Go to the job crew menus and there's a bunch of little icons at the bottom where you can enable or disable various jobs. One of them is hunting, and it is off for everyone by default. Enable it for someone (best on your military, since they have guns). They'll automatically just shoot any animals nearby and someone will butcher them into raw steaks or uncooked dodos. quote:
Go here: https://community.gaslampgames.com/threads/clockwork-empires-a-bureaucrats-guide-to-colonization.8519/ (edit): also here: https://community.gaslampgames.com/threads/clockwork-empires-alpha-quickstart-starvation-avoidance-guide.8474/
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# ¿ Jul 19, 2014 21:02 |
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Archonex posted:Adding in taverns appears to have the interesting effect of people using it like a meeting hall in Dwarf Fortress. Not sure if this was intended or not. Seems like it also removed the influence of cults entirely by virtue of people socializing. In the two games I ran I didn't get overrun with people praising dark forces or wallowing in misery simply because everyone was so happy to gossip and look at portraits on their off hours. Yeah, I believe cults happen when people are unhappy (which is why most of us get them very quickly). If I recall, people will organize and have parties at the public house even, although I'm not sure to what degree that code currently works or is on the Implemented Soon list. quote:Also, I couldn't give my peasants booze since apparently the recipe for making copper pipes is busted. You can see the unfinished tub of booze in a corner there. I can make the ingot in the refinery, but then when the ingot is taken to the next workshop to create the pipes the artisan just takes it back to the stockpile. I assume some part of that recipe is broken since other ones work just fine. Make sure you report that on the bugs forum, I don't think it's a known issue. Some other recipes have broken in similar ways and it usually doesn't take too long for the Gaslamp crew to fix that sort of thing once someone reports it. Although for now you could get more pipes via supply drop.
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# ¿ Jul 21, 2014 23:51 |
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# ¿ Mar 29, 2024 08:13 |
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nvining posted:Today's blogpost, on the design of rally points and some combat improvements we are considering: I really like the described change here. It's always been hard to react to a colonist being attacked in time, and it would make sense that the military could hear the anguished screams from the other side of the shops and come running on their own. You might still want to leave the ability to make a low-priority "hard" rally point in, for example if the player is regularly being attacked from a certain direction, they might want their troops to post up on one side of the colony if they have nothing better to do. Perhaps that could be called a station point or something instead. Then have that overridden by colonists' "OH GOD I'M UNDER ATTACK" automatic invisible rally points when they are generated. But even without any player-set rally point, I think it's a better solution.
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# ¿ Sep 27, 2014 07:07 |