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Tias posted:Aaargh, I can't wait for this <3 Get out of here, we don't need you to have another reason to delay your 40k thread
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# ? Oct 28, 2012 18:40 |
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# ? Apr 28, 2024 01:38 |
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Tonight, my precious.
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# ? Oct 28, 2012 19:08 |
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As to how you will handle the native peoples, have you considered having them be of value to cooperate with for information? If you discover a plant, maybe they know of its medicinal properties. They might know vaguely of locations from legend, buried things not to be disturbed.
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# ? Oct 29, 2012 05:44 |
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Airconswitch posted:As to how you will handle the native peoples, have you considered having them be of value to cooperate with for information? If you discover a plant, maybe they know of its medicinal properties. They might know vaguely of locations from legend, buried things not to be disturbed. Which, of course, is all the more reason to disturb them.
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# ? Oct 29, 2012 05:50 |
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You find something that looks like ancient temple. There is a big sign on the doors. Sane scientist translates it as: Untold evil is buried here, cursed will be anyone who enters. Slightly less sane scientist: Untold treasure is buried here and there is a light chance of catching some curse or whatever. Not at all sane scientist: All these worlds are yours, except Europa. Attempt no landings there.
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# ? Oct 29, 2012 22:28 |
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Bernardo Orel posted:You find something that looks like ancient temple. There is a big sign on the doors. Sane scientists don't believe in curses. That's superstitious rubbish the natives dreamt up to keep people away from their untold treasure.
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# ? Oct 30, 2012 02:39 |
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Men of science can also come to believe things, within their own framework of understanding. I'll leave you with the following hypothesis by Dr. Levy Crafft, colonial minister of metaphysics: “The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the deadly light into the peace and safety of a new dark age. ”
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# ? Oct 30, 2012 15:56 |
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Today's blog post may be delayed for a Special Halloween Blog Post. We'll see how this pans out.
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# ? Oct 30, 2012 19:34 |
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The Sad, Strange Tale of Shiveringhope: http://www.gaslampgames.com/2012/10/31/the-story-of-shiveringhope/
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# ? Oct 31, 2012 20:10 |
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Man, whoever wrote that needs to write a novel.
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# ? Oct 31, 2012 20:37 |
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The best dev blog . I hope whoever wrote that is doing the writing for the game (obviously they are, but still).
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# ? Oct 31, 2012 20:41 |
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I love the Empire Times stuff and "LETS JUST HOOK THIS COFFIN UP TO WHATEVER FACTORY"
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# ? Oct 31, 2012 20:42 |
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"When crimes are committed by science criminals only science criminals can bring them to justice" I really like this idea. It gives an incentive for going deeper into madness. Lets say that a madman is... protected, somehow. You can't actually get rid of one by normal means. They have some sort of luck that always enables them to get away from the police, and military men armed with bolt-guns just can't seem to hit them. But if you have ANOTHER madman, who is slightly MORE insane, you can use his inventions or whatever to kill the first madman. Or perhaps you have two madmen that aren't quite as mad as the first madman... working together, they could overcome the first madman. So you have a choice-- utilize an increasingly mad individual to keep down the population of other madmen, or keep a large number of only slightly mad people around in order to prevent the rise of any one particularly mad individual. Of course, you could always build a sanitarium, but for some reason, those it imprison seem to escape with some frustrating frequency. And if you DO keep them locked down well enough, the orderlies and psychologists start resembling the inmates. The reason I like this is because otherwise, sane PLAYERS who are trying to optimize their colonies might just rebury any strange artifacts they find. There'd be no reason to do anything as risky as utilize the coffin unless you were TRYING to lose, which don't get me wrong, people do... like manually hitting the disaster button in Sim-City... but if 1 madman can happen by accident, and you need more to deal with it, you may want a source of mild madness going around. In a carefully contained way, of course, except that the containment is difficult (but not impossible) to maintain. Iunnrais fucked around with this message at 21:28 on Oct 31, 2012 |
# ? Oct 31, 2012 21:22 |
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Read posted:The best dev blog . That would be me. David did the pictures.
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# ? Oct 31, 2012 21:49 |
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nvining posted:That would be me. David did the pictures. Thank you guys. That was beautiful and I need more.
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# ? Oct 31, 2012 21:58 |
nvining posted:That would be me. David did the pictures. If you find time in your busy dev schedule to write a collection of short stories in that line of writing I would buy the poo poo out of this. If things like this can happen in game I'll be buying multiple copies to give out to people just so they can experience it.
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# ? Oct 31, 2012 22:12 |
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Eonwe posted:If you find time in your busy dev schedule to write a collection of short stories in that line of writing I would buy the poo poo out of this. If things like this can happen in game I'll be buying multiple copies to give out to people just so they can experience it. Egads no. I suppose short stories are difficult, but I've tried writing a book before (a few times) and it nearly killed me.
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# ? Oct 31, 2012 23:18 |
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gently caress that was awesome. I WANT THIS GAME SO THESE STORIES CAN BE TOLD TO ME!
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# ? Nov 1, 2012 02:11 |
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Nvining, you should have entered the Halloween contest, dayum!
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# ? Nov 1, 2012 03:26 |
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The two games I'm looking forward to for 2013 are Exalted and Clockwork Empires. Keep up the good work.
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# ? Nov 1, 2012 06:53 |
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Wait is that an exalted video game?
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# ? Nov 1, 2012 07:55 |
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I think he means the new edition of Exalted.
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# ? Nov 1, 2012 08:09 |
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This wouldn't be a Victorian game without some benighted steamless natives to oppress. Are we going to find native civilizations on the map as well?
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# ? Nov 1, 2012 09:24 |
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Anticheese posted:I think he means the new edition of Exalted. Oh Fuuuuck, i got my hopes up then! Hobelhouse posted:This wouldn't be a Victorian game without some benighted steamless natives to oppress. Are we going to find native civilizations on the map as well? This came up! xutech posted:As a brown person, I would like to say that I hope you don't make us suck. nvining posted:We've been making bets on how long it would take before this came up. (And this was a very stylish response.) Also i think it was mentioned in one of the blog posts about new Sogwood, at the end of it future possibly included "contacting the locals to ask about the discovered herbs.", will the natives lack in technology and be easy to push around? We'll find out i guess. Will you want to do this? Well i imagine you might regret it when their jungle gods unleash their wrath upon you in a rain of panthers.
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# ? Nov 1, 2012 12:58 |
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Goddamnit I would pay a ton of money for a game based in the P-funk mythology.
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# ? Nov 1, 2012 15:01 |
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Holy crap. Sign me up for the hype train, this thing seems just right for me.
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# ? Nov 1, 2012 17:34 |
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On the subject of good writing, I love your version of Benjamin Disraeli, and the way you talk about him in the interview. I can just see this stuffy fellow wringing his hands and assuring himself that "we must keep the Empire, mustn't we, yes.", while his good for nothing governors and their subjects build mechanical bulls that flatten imperial property, summon up eldritch horrors from beyond the veil, and misappropriate new technology to get themselves throttled in automated pipe plants - he's nattering around trusting everything to work out okay, while her Majestys realm is going to poo poo in the most mind-blowing way possible. I can taste how epic this game is going to be, keep at it you magnificient bastards! Tias fucked around with this message at 03:58 on Nov 2, 2012 |
# ? Nov 1, 2012 21:22 |
Also, another interesting thing shown by this devlog: Just how brutal these insanity spirals are planned to be. All it takes is one dumb descision to kick off a colony-ending spiral of death. The Anti-Paranormal Incursion Squad especially. It incorporates all the worst aspects of an inquisition, a witchhunt, and a roving band of jackbooted thugs. I get the impression that even if they were called in for a situation that they could actually handle (A hobo carving voodoo dolls from Perfectly Safe Soap), half the colony would be rounded up and sent to Science Jail anyway.
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# ? Nov 1, 2012 22:42 |
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Tias posted:On the subject of good writing, I love your version of Benjamin Disraeli, and the way you talk about him in the interview. I can just see this stuffy fellow wringing his hands and assuring himself that "we must keep the Empire, mustn't we, yes.", while his good for nothing governors and their subjecs build mechanical bulls that flatten imperial property, summon up eldritch horrors from beyond the veil, and misappropriate new technology to get themselves throttled in automated pipe plants - he's nattering around trusting everything to work out okay, while her Majesty realm is going to poo poo in the most mind-blowing way possible. The PM is very definitely modeled after Disraeli. Lord Palmerstoke, on the other hand, is the analogue of our universe's Lord Kelvin, who believed a number of interesting things including that all physics would be resolved by 1900 and that we would simply spend our time making more and more accurate measurements; that the X-Ray machine was a hoax; and that at some point we would all eventually run out of oxygen.
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# ? Nov 1, 2012 22:59 |
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Triskelli posted:Also, another interesting thing shown by this devlog: Just how brutal these insanity spirals are planned to be. All it takes is one dumb descision to kick off a colony-ending spiral of death. The Anti-Paranormal Incursion Squad especially. It incorporates all the worst aspects of an inquisition, a witchhunt, and a roving band of jackbooted thugs. I get the impression that even if they were called in for a situation that they could actually handle (A hobo carving voodoo dolls from Perfectly Safe Soap), half the colony would be rounded up and sent to Science Jail anyway. Imagine finding the inner council of the Science Mafia in a quiet country town like that! Good enough to warrant promotion from Deputy All-Purger to All-Purger, in my opinion.
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# ? Nov 1, 2012 23:04 |
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AnonSpore posted:Imagine finding the inner council of the Science Mafia in a quiet country town like that! Good enough to warrant promotion from Deputy All-Purger to All-Purger, in my opinion. One assumes that the transition from Deputy All-Purger to All-Purger is achieved by proving that you are, in fact, demonstrably better at Purging than your superior. By any means possible.
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# ? Nov 1, 2012 23:37 |
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Triskelli posted:Also, another interesting thing shown by this devlog: Just how brutal these insanity spirals are planned to be. All it takes is one dumb descision to kick off a colony-ending spiral of death. The Anti-Paranormal Incursion Squad especially. It incorporates all the worst aspects of an inquisition, a witchhunt, and a roving band of jackbooted thugs. I get the impression that even if they were called in for a situation that they could actually handle (A hobo carving voodoo dolls from Perfectly Safe Soap), half the colony would be rounded up and sent to Science Jail anyway. Losing will be more fun than ever! (especially with your Escape Zeppelin standing by)
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# ? Nov 1, 2012 23:42 |
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Mr. Peepers posted:Losing will be more fun than ever! (especially with your Escape Zeppelin standing by) I am kind of hoping that the Escape Zeppelin has an upgrade tree, so you start out merely getting out with the shirt off your back and at the high end you bring yourself, your baggage, your small yapping dog, and your pick of a few useful highly-skilled assistants. I also hope that there is a nice keyboard shortcut for 'pack luggage and prepare the zeppelin'.
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# ? Nov 2, 2012 03:27 |
Ratoslov posted:I also hope that there is a nice keyboard shortcut for 'pack luggage and prepare the zeppelin'. ---Clockwork Empires Protip: Things starting to look ugly? Press Z for Zeppelin!
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# ? Nov 2, 2012 03:46 |
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Triskelli posted:---Clockwork Empires Protip: Alt-QQ
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# ? Nov 2, 2012 05:28 |
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Ratoslov posted:I am kind of hoping that the Escape Zeppelin has an upgrade tree, so you start out merely getting out with the shirt off your back and at the high end you bring yourself, your baggage, your small yapping dog, and your pick of a few useful highly-skilled assistants. Oh my god yes, please let this be a thing.
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# ? Nov 2, 2012 13:10 |
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I can't remember if this was touched on earlier, but how will population growth work? Will most new citizens be immigrants from the mainland? Will established citizens churn out new citizens? Will they grow up in relative comfort to become skilled members or society, or can they become orphaned by a tragic gear based accident and become lovable street urchins?
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# ? Nov 2, 2012 13:38 |
Was trawling "clockwork empires" on google, and here's some PAX Prime autographs I Lovingly ripped from RepoMan of the Broken Forums.
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# ? Nov 2, 2012 15:37 |
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Phobophilia posted:I can't remember if this was touched on earlier, but how will population growth work? Will most new citizens be immigrants from the mainland? Will established citizens churn out new citizens? Will they grow up in relative comfort to become skilled members or society, or can they become orphaned by a tragic gear based accident and become lovable street urchins? Probably some combination of the DF Immigration Model and the DF childbirthing model. Yes, citizens can be orphaned at any time during their childhood.
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# ? Nov 2, 2012 21:42 |
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# ? Apr 28, 2024 01:38 |
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Urchined! But seriously, when was the current estimate for a beta? Late 2013? If there's anything the fans-to-be can do, let us know. I mostly just design and write, but I can try to promote it in Denmark, too.
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# ? Nov 2, 2012 21:59 |