<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0">

<channel>
	<title>Gaslamp Games » Blog</title>
	
	<link>http://www.gaslampgames.com</link>
	<description>Indie games done right!</description>
	<lastBuildDate>Wed, 15 May 2013 22:02:25 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/GaslampGames" /><feedburner:info uri="gaslampgames" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><item>
		<title>A Day in the Life of a Programmer</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/yR5usOAkdOQ/</link>
		<comments>http://www.gaslampgames.com/2013/05/15/a-day-in-the-life-of-a-programmer/#comments</comments>
		<pubDate>Wed, 15 May 2013 21:57:26 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[Gaslamp]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[and now four weeks of technical blogging]]></category>
		<category><![CDATA[another paper for the Royal Society of the Clockwork Empire for Improvement of Unnatural Knowledge]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[Cultist meddling with the Luminous Aether has been thwarted]]></category>
		<category><![CDATA[detail work]]></category>
		<category><![CDATA[does anybody care about this stuff]]></category>
		<category><![CDATA[graphics programming]]></category>
		<category><![CDATA[hot topics in parallelism should not be confused with the chain of stores called hot topic]]></category>
		<category><![CDATA[in unrelated news the icon for the management section of the internal wiki is a menacing tentacled obelisk]]></category>
		<category><![CDATA[Luminous Aether]]></category>
		<category><![CDATA[milestone naming is little better for the art team: the current is "The Milestone With No Name"]]></category>
		<category><![CDATA[nicholas gives the people what they want - more pictures of tortoises next to crates of ammunition]]></category>
		<category><![CDATA[now David can go back to writing dense walls of text for the internal wiki]]></category>
		<category><![CDATA[previous codenames for milestones have included titanic and hindenburg]]></category>
		<category><![CDATA[startling new evidence of the tortoise survivalist movement]]></category>
		<category><![CDATA[what devious sorcery will the Cultists turn to next?]]></category>
		<category><![CDATA[yes that's the Minié ball]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5527</guid>
		<description><![CDATA[The programming team codenamed our current milestone El Dorado after the mythical city that doesn&#8217;t really exist. Most of the stuff that we have been doing towards El Dorado&#8230; well, it isn&#8217;t ready yet. Also, a lot of it is systems which are transparent to the user (networking, refactoring, serialization, &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/05/15/a-day-in-the-life-of-a-programmer/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>The programming team codenamed our current milestone El Dorado after the mythical city that doesn&#8217;t really exist. Most of the stuff that we have been doing towards El Dorado&#8230; well, it isn&#8217;t ready yet. Also, a lot of it is systems which are transparent to the user (networking, refactoring, serialization, etc.) It&#8217;s all important, but it&#8217;s not glamorous. We should, however, have a few interesting things to show next week. We (well, mainly Micah) wrote up some of the work that we did on our threading and messaging system, and submitted it to an academic conference; I am pleased to report that HotPAR &#8217;13 (the Usenix Hot Topics in Parallelism conference) decided to <a href="https://www.usenix.org/conference/hotpar13/collection-focused-parallelism">accept our paper</a>, which will be presented at some point in June. I should figure out when that is&#8230;</p>
<p>So instead of the big Technical Status Update, which we&#8217;ll probably do next week, let&#8217;s look at a very small slice of life that makes a big difference. A lot of people ask me what it&#8217;s like doing game development, as a day-to-day process as opposed to the big picture; this is a good example of what it&#8217;s actually like on a given day, what graphics programmer thought processes are like, and so on and so forth. Also, I&#8217;ve included the picture of a tortoise next to a pile of ammunition that David refused to last week.<span id="more-5527"></span></p>
<p>One of the things that I did recently was to fix the shadow code up a bit. Shadow code, you may recall, was one of the first things I did for CE, simply so I could figure out where people&#8217;s feet were. We rendered a shadow map from a fixed view point, and so you got chunkies like this:</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/05/tortoise1.jpg"><img class="alignnone size-large wp-image-5533" alt="Tortoise Ammo 1" src="http://www.gaslampgames.com/wp-content/uploads/2013/05/tortoise1-655x368.jpg" width="655" height="368" /></a></p>
<p>Note that this picture looks fine &#8211; until you zoom up close, at which point you&#8217;ll see the problem. Shadow artifacts like that occur when the shadow map in question &#8211; which is basically a texture &#8211; stretches so that more than one pixel on the screen are covered by the same texel of lighting information. The end result was that &#8211; in addition to the chunky artifacts you see on the rim of the shadow, as you moved around the map close up, shadows would shimmer like a heatwave as you moved about the map. The first type of artifact can be described (loosely) as spatial aliasing; the second type of artifact is what I would call temporal aliasing (that only appears when you move.)</p>
<p>The general solution is to implement what are called Cascaded Shadow Maps, where you have multiple shadow maps in a big stack; areas of the screen that are closer to you are rendered in one shadow map, areas further away are rendered in another one, etc. Well, that&#8217;s no use for CE; everything on screen is about the same distance from you at all times.</p>
<p>I didn&#8217;t want to just change the zoom level of the shadow map as you zoomed in with the mouse wheel. In particular, I worried that it would be a shimmering mess of jaggies that would look awful, just awful, when you zoomed in and out; in other words, we&#8217;d be replacing one sort of aliasing with another sort of aliasing. I considered more and more dramatic solutions, including having enormous shadow maps that we updated sporadically and doing all kinds of other wacky stuff, until finally I wondered if the temporal aliasing caused by just zooming in and out on the shadow map would really be all that bad.</p>
<p>In fact, it was totally fine. Shadows now look like this:</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/05/tortoise2.jpg"><img class="alignnone size-large wp-image-5534" alt="Tortoise Ammo 2" src="http://www.gaslampgames.com/wp-content/uploads/2013/05/tortoise2-655x368.jpg" width="655" height="368" /></a></p>
<p>with no noticeable change in performance, and look just fine zoomed out as well. If I had to name a reason why this works, I&#8217;d say that any possible changes in which sample we pull from the texture as we zoom in and out are masked by the small 9-tap percentage closer filtering we use on our shadow maps to give them nice, soft edges.</p>
<p>Moral of the story: good programmers challenge their assumptions constantly.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/yR5usOAkdOQ" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/05/15/a-day-in-the-life-of-a-programmer/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/05/15/a-day-in-the-life-of-a-programmer/</feedburner:origLink></item>
		<item>
		<title>Some Rubbish Screenshots</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/v3LPNZ_K7Ws/</link>
		<comments>http://www.gaslampgames.com/2013/05/08/some-rubbish-screenshots/#comments</comments>
		<pubDate>Wed, 08 May 2013 18:55:56 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[artists at Gaslamp Games are trained to safely use the most vexing angles in their work]]></category>
		<category><![CDATA[doctor e sanins patent tinned meat slurry product is not guaranteed to not contain one of sawdust and/or processed carapace]]></category>
		<category><![CDATA[even steampunk rubbish heaps have cogs on them]]></category>
		<category><![CDATA[i like turtles]]></category>
		<category><![CDATA[not pictured for whatever reason: tortoise standing next to huge pile of ammunition]]></category>
		<category><![CDATA[Potemkin's garbage heap]]></category>
		<category><![CDATA[rubbish]]></category>
		<category><![CDATA[rubbish screenshots]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[Sean's work this week was garbage]]></category>
		<category><![CDATA[this post makes a fearful solid month of David blogging]]></category>
		<category><![CDATA[was really tempted to put a Nwabudike Morgan quote in this post]]></category>
		<category><![CDATA[we have been assured that all errors in the Luminous Aether calculations are being rapidly corrected]]></category>
		<category><![CDATA[ya'know- I could serialize this great novel I've been working on through these tags]]></category>
		<category><![CDATA[you'd think someone else would write one of these damn things but here we go again]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5446</guid>
		<description><![CDATA[Radical notions about &#8220;the Natural Environment&#8221; are not given much thought in The Empire and rightly so. Indeed, those who profess &#8220;Misgivings with respect to the effects of Unbridled Industry and So-Called Progress in our Nation&#8221; are dismissed as debased spiritualists that can be assumed to gather in Laudanum Dens &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/05/08/some-rubbish-screenshots/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>Radical notions about &#8220;the Natural Environment&#8221; are not given much thought in The Empire and rightly so. Indeed, those who profess &#8220;Misgivings with respect to the effects of Unbridled Industry and So-Called Progress in our Nation&#8221; are dismissed as debased spiritualists that can be assumed to gather in Laudanum Dens to associate with Poets who fill their heads with rambling apocalyptic screeds.</p>
<div id="attachment_5512" class="wp-caption alignnone" style="width: 665px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/05/swamp_garbage.jpg"><img class=" wp-image-5512" title="Swamp Garbage" alt="swamp_garbage" src="http://www.gaslampgames.com/wp-content/uploads/2013/05/swamp_garbage-655x384.jpg" width="655" height="384" /></a><p class="wp-caption-text">When all is quiet, the Rubbish Beetles scurry from their burrows and perform the duties Nature has seen fit to assign to them.</p></div>
<p>Continuing forthwith: All et up from that tin of Doctor E. Sanin&#8217;s Patent Tinned Meat* Slurry Product? Just toss it aside with nary a care. Divested the shipping crate of its contents of finely enameled bric-a-brac (including a set of commemorative plates featuring portraits of our fine Prime Minister)? Toss it on the heap with the rest of the rubbish. The world provides its obviously limitless bounty to us to be <em>used</em>, dear reader!</p>
<p><span id="more-5446"></span></p>
<div id="attachment_5511" class="wp-caption alignnone" style="width: 665px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/05/progress_in_the_desert2.jpg"><img class=" wp-image-5511" title="Progress in the desert" alt="progress_in_the_desert" src="http://www.gaslampgames.com/wp-content/uploads/2013/05/progress_in_the_desert2-655x384.jpg" width="655" height="384" /></a><p class="wp-caption-text">Ms. Tortoise (centre bottom) is unimpressed by progress on the new Autopneumatic Lumborium while Edwina Cogwright (centre left) is confused by the floating mechanical eye looking down on her.</p></div>
<p>In darker news, rumours surrounding the matter of shadows appearing, as Mr. Zedekiah Swinglever&#8217;s letter to the Empire Times put it, &#8220;most vexingly angular and wrongly geometried&#8221; is in perfectly capable hands. It is had on good Authority that Her Majesty&#8217;s Ministry for Investigation into Affairs of the Unnatural &amp; Occult has one Mr. Nicholas Vining &#8211; an expert in theories &amp; applications of matters pertaining to Luminous Aether &#8211; consulting in the investigation into what is clearly a Cultist conspiracy.</p>
<p>We are assured that the issue will be resolved before the week is out and that any cultist rioters, labourist agitators, or suspected Republique Mechanique spies will be shot.  Cog save the Queen!</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/v3LPNZ_K7Ws" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/05/08/some-rubbish-screenshots/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/05/08/some-rubbish-screenshots/</feedburner:origLink></item>
		<item>
		<title>Designing Combat for Clockwork Empires</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/GjhS3nlOtV0/</link>
		<comments>http://www.gaslampgames.com/2013/05/01/designing-combat-for-clockwork-empires/#comments</comments>
		<pubDate>Wed, 01 May 2013 17:26:07 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA["Nothing So Mundane As That" a collection of dating tips from Nicholas Vining]]></category>
		<category><![CDATA["Whatever happens we have got / The Maxim gun and they have not"]]></category>
		<category><![CDATA[bringing gabions back in style]]></category>
		<category><![CDATA[Charge of the Steam Brigade]]></category>
		<category><![CDATA[classism]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[Daniel seriously used the word "polygenic phenotypes" when discussing military squad behaviour]]></category>
		<category><![CDATA[giant beetle cavalry]]></category>
		<category><![CDATA[gin-drinking jig-dancing lumberjacking for all]]></category>
		<category><![CDATA[I really don't meant to bag on Starcraft all the time but all that Counterstrike in the late 90s killed my wrists so its impossible for me to play]]></category>
		<category><![CDATA[it was agreed all around that "mustard gas is not fun"]]></category>
		<category><![CDATA[let's discuss things while daniel is on holiday]]></category>
		<category><![CDATA[major general odgen cogsbold is the very model of a modern major general]]></category>
		<category><![CDATA[mustard gas is not fun]]></category>
		<category><![CDATA[slipping in every tenuous reference to Darklands I possibly can]]></category>
		<category><![CDATA[spectacular failure]]></category>
		<category><![CDATA[the Noyvrus just sing at you loudly until you go away or shoot them]]></category>
		<category><![CDATA[the Stahlmarkian landkreuzer should not be confused with the platzenwurst]]></category>
		<category><![CDATA[you have the cut the invisible rope with the wrong geometries]]></category>
		<category><![CDATA[you have to buy all four episodes to get the lightning gun]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5451</guid>
		<description><![CDATA[Yes, we&#8217;ve finally got to that point where we had to put together a comprehensive design for how combat works in Clockwork Empires. So let&#8217;s talk a bit about it. We&#8217;ve all played lots of games and almost all of them are about combat in one way or another so this &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/05/01/designing-combat-for-clockwork-empires/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>Yes, we&#8217;ve finally got to that point where we had to put together a comprehensive design for how combat works in Clockwork Empires. So let&#8217;s talk a bit about it.</p>
<div id="attachment_5463" class="wp-caption alignright" style="width: 324px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/squad_entrenchment.jpg"><img class=" wp-image-5463  " title="Squad Entrenchment" alt="" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/squad_entrenchment-655x421.jpg" width="314" height="202" /></a><p class="wp-caption-text">Not an in-engine screenshot.</p></div>
<p>We&#8217;ve all played lots of games and almost all of them are about combat in one way or another so this seems like it should be a fairly straightforward problem to solve. But CE is not like most games; Not at all. Combat is not <em>the</em> central game mechanic and focus for the game, merely one possible component in a much larger system. It can&#8217;t be allowed to take over the game and unduly tax a player&#8217;s attention, nor should it be irrelevant or some kind of tacked-on side-game as seems to be the pitfall of combat systems for a number of classic city-builder games. In CE, combat should tie in with as many other game systems as possible so that it supports the other mechanics in play and in doing so enriches the overall experience. Simple enough, eh!</p>
<p>With those requirements in mind I tried to sum up CE&#8217;s take on combat in a sentence: &#8220;Combat should be slow, mostly positional, and have its outcome determined by supply and setup instead of tactical micromanagement.&#8221;</p>
<p>The pace shall be deliberately slow so a player can take the time to properly assess the effects of their decisions and have time to adapt their strategy to failures. (And besides a slower pace, the game can be paused outright in the manner of tactical combat in classics like <em>Baldur&#8217;s Gate</em> or <em>Darklands</em>.) Outcome determined by supply and setup instead of moment-to-moment <em>Starcraft</em>-style micromanagement means decisions most important to the outcome of combat can be made well ahead of time. This makes it a game of strategy over tactics, and tactics over twitch. To further that point, as is proper in a city-builder game, thoughtful positioning is everything: just as it&#8217;s important where the mines are built in relation to the middle class housing and the metalworks, just so it is important to be mindful of the placement of your defensive wall, the artillery squad, and Steam Knight patrols. Rather than a reflex AWP shot, think of it more like gardening, albeit bristling with barbed wire and Redcoats.</p>
<p><strong>The Chain of Command &amp; Command Disposition</strong></p>
<div id="attachment_5453" class="wp-caption alignright" style="width: 260px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/military_hierarchy.jpg"><img class=" wp-image-5453   " title="Military Hierarchy" alt="" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/military_hierarchy.jpg" width="250" height="226" /></a><p class="wp-caption-text">Mjr. General Ogden Cogsbold&#8217;s timid manner is reflected in the behaviour of the entire regional military.</p></div>
<p>Clockwork Empires is a game about characters, not just the cold mechanics of supply chains and industry. Therefore the <em>character</em> of your soldiers must be essential to the outcome of combat. In the <a href="http://www.gaslampgames.com/2013/04/24/new-methods-for-extracting-surplus-value-from-the-labouring-classes/">post about overseers and work crews</a> it was implied that the character of an overseer is reflected in the performance of the work crew they lead. It&#8217;s just the same for military squads with NCO and officer leadership of military squads having an even greater effect which we call &#8220;Command Disposition&#8221;. And I daresay, the hierarchical theme of top-down leadership fits nicely into 19th century military doctrine.</p>
<p>Now, the Command Disposition &#8212; in addition to how a squad is manned &#8212; can act a bit like scripting orders for squads like some kind of really lightweight version of <em>Dominions 3</em> tactical combat. Assign a bookish and stubborn NCO to a squad and they&#8217;ll tend to be defensive and stick to their trenches. Assign an aggressive, violently-inclined NCO to the same squad and they become more likely to order a bayonet charge against the enemy. There&#8217;s a bit more to it than that of course; equipment has an effect, so Steam Armour equipped squads will be used for the role of assaulting defenses and artillery equipped squads will stay back and merrily bombard the enemy.</p>
<p>(I will also admit here that the random <a href="http://www.paradoxian.org/vickywiki/index.php/Leader_Traits">leader personality trait</a> generation of <a href="http://www.paradoxplaza.com/">Paradox</a>&#8216;s Victoria as well as Hearts of Iron III&#8217;s <a href="http://www.paradoxian.org/hoi3wiki/Command_structure">command structure system</a> have had a good bit of effect on my thinking.)</p>
<p>It is worth stating of course that the personalities and interactions of characters is a whole system unto itself which has effects that are felt in combat which is a subject which deserves a post of its own.</p>
<p><strong>Managing Defeat</strong></p>
<p>For many combat games, once the sequential play-through has its reloads trimmed off, the timeline looks like a straight line of victory after victory after victory. The player has power over some kind of quantum multiverse which allows them to select the timeline in which they won every battle. In contrast, we want players of Clockwork Empires to be able to fail, but we want it to be a rewarding experience to fail. As we <a href="http://www.pcgamer.com/2012/08/28/interview-gaslamp-games-mad-incredible-vision-for-clockwork-empires/">keep saying</a> in interviews, <a href="http://www.pcgamer.com/2013/04/08/clockwork-empires-interview-things-going-spectacularly-wrong-makes-a-great-story/">&#8220;Things going spectacularly wrong makes a great story.&#8221;</a> Remember the Alamo, the <a href="http://web.archive.org/web/20070513072721/http://etext.virginia.edu/britpo/tennyson/TenChar.html">Charge of the Light Brigade</a>, the Battle of Isandlwana, and Dredmor&#8217;s planned release date!</p>
<p>Defeat should be a bloody good story. A player who keeps a stiff upper lip and endures defeat should be rewarded with narrative richness. And that said, we game designers should be nice enough not to punish them by making their entire game collapse because a squad of soldiers had a bad day. So we must soften defeat from the traditional red mist and bone chips model that&#8217;s had such a strong tradition in games.</p>
<p>So: Combat won&#8217;t be a meat-grinder. The <em>Starcraft</em>-style RTS has its soldiers eagerly fighting to the death &#8211; and always to the death. In CE an individual character&#8217;s willingness to fight affects whether they will actually stick around to fight. Sometimes a coward is a coward, but a player can stack the odds in their favour by choosing the right military leadership, setting their squads in good defensive positions, keeping troops well supplied, and doing everything else they can to keep moods positive.</p>
<div id="attachment_5467" class="wp-caption alignnone" style="width: 665px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/field_fortifications_sketch.jpg"><img class=" wp-image-5467" title="Field Fortifications Concept" alt="field_fortifications_sketch" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/field_fortifications_sketch-655x372.jpg" width="655" height="372" /></a><p class="wp-caption-text">Concepts for field fortifications based on American Civil War era gabions which I spelled &#8220;galbion&#8221; and know is incorrect so no one has to correct my spelling now, thanks.</p></div>
<p>It must be said that with all the character-driven action in mind, there&#8217;s very much a balance to be struck between characters&#8217; willingness to follow orders and the player being able to actually play the game in any meaningful sense. This goes for civilians as well because if your lumberjacks are more interested in dancing jigs and drinking gin than ever getting to work, this game is going to get really frustrating.</p>
<div id="attachment_5464" class="wp-caption alignright" style="width: 250px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/steam_knight.jpg"><img class="size-full wp-image-5464 " title="Steam Knight" alt="" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/steam_knight.jpg" width="240" height="208" /></a><p class="wp-caption-text">Pictured: Steam Knight pulling on invisible rope.</p></div>
<p>Back to the subject of defeat: Even victory can be made expensive to slow down runaway success. Combat actions wear down characters&#8217; stamina, and suppressing fire saps willingness to act &#8211; perhaps in the manner of <em>Jagged Alliance 2</em> in which suppressing fire would actually reduce action points. When in a tight spot, buy some time with ammunition! (Though supplies are limited and must be properly restocked.) Further, the best combat positions are of course immobile defensive works in the grand tradition of something between the American Civil War and World War 1. Anything strong enough to punch through those static defenses, be it artillery batteries or Steam Knights, requires a solid supply of fuel and munitions which in turn requires careful use of terrain, guarded flanks, and measured advances. (By the way, these logistical themes are explored elegantly in <em><a href="http://unityofcommand.net/">Unity of Command</a></em>. Hi Tomislav!)</p>
<div id="attachment_5472" class="wp-caption alignnone" style="width: 650px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/various_weapons.jpg"><img class="size-full wp-image-5472" title="Various Weapons of Clockwork Empires" alt="various_weapons" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/various_weapons.jpg" width="640" height="320" /></a><p class="wp-caption-text">Not pictured: the Lightning Gun.</p></div>
<p>Right! Well, there&#8217;s more to it than all that: equipment, types of soldiers, the exact personality traits which affect combat, types of units via squad equipment attachments, the role of armour and artillery and static defenses, psychological effects of combat, and of course how the heck the UI for all of this is going to work. It&#8217;s all very early in the design process and what we&#8217;ve got here is largely a statement of goals &amp; high-level plans for how to meet those goals using the other systems in the game as a framework. The details are very much subject to iteration as the game hits testing so there&#8217;s not much use in getting into the gritty specifics. But in all I hope this has given you an idea about where we&#8217;re planning to go with combat in Clockwork Empires.</p>
<p>Q. What, no cavalry? A. Not on horses, no. The Gaslamp Way does not involve doing anything so mundane. Plus it&#8217;s actually really hard to animate horse cavalry properly in limited space. The <em>Mount &amp; Blade</em> or perhaps <em>Total War</em> series are about the closest you&#8217;re likely to get at this point. That said, keep in mind: <em>Nothing So Mundane As That</em>.</p>
<p>Q. Are there tanks? A. Of course, because what else would Steam Knights keep their high-pressure steam in? (Surely you&#8217;re not referring to those burdensome Stahlmarkian <em>Landkreuzers?)</em></p>
<p>Q. Can you fight your friends in multiplayer? A. Naturally, and didn&#8217;t we <a href="http://www.gaslampgames.com/2012/08/27/clockwork-empires-the-press-release/">cover this</a> already? Every Gaslamp Games Press Release is Totally Serious About Everything.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/GjhS3nlOtV0" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/05/01/designing-combat-for-clockwork-empires/feed/</wfw:commentRss>
		<slash:comments>30</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/05/01/designing-combat-for-clockwork-empires/</feedburner:origLink></item>
		<item>
		<title>New Methods For Extracting Surplus Value From The Labouring Classes</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/BsYMYUmL0Rw/</link>
		<comments>http://www.gaslampgames.com/2013/04/24/new-methods-for-extracting-surplus-value-from-the-labouring-classes/#comments</comments>
		<pubDate>Wed, 24 Apr 2013 17:03:42 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[animal jobs?: truth or fiction]]></category>
		<category><![CDATA[are you a cultist?]]></category>
		<category><![CDATA[burning is the only way to be sure]]></category>
		<category><![CDATA[chris whitman's wizard powers are many and varied]]></category>
		<category><![CDATA[classism]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[clockwork empires: middle management simulator]]></category>
		<category><![CDATA[cultist influence is everywhere]]></category>
		<category><![CDATA[dig for the empire sweeties]]></category>
		<category><![CDATA[don't tell the Paranormal Investigators]]></category>
		<category><![CDATA[exploiting labour]]></category>
		<category><![CDATA[geraldo rivera exposes the sinister truth of Animal Jobs?]]></category>
		<category><![CDATA[giving a whole new meaning to tools programming]]></category>
		<category><![CDATA[holes in reality]]></category>
		<category><![CDATA[how would you know if you really weren't a cultist]]></category>
		<category><![CDATA[management]]></category>
		<category><![CDATA[steampunk charles darwin manages people like finches]]></category>
		<category><![CDATA[steampunk charles darwin postulates the existence of a connection between work party jobs and Animal Jobs?]]></category>
		<category><![CDATA[the flies are very pleasant]]></category>
		<category><![CDATA[the hole in the world has no possible application as a shower curtain]]></category>
		<category><![CDATA[you might be a cultist right now and not know it]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5415</guid>
		<description><![CDATA[Salutations scientific Colleagues &#38; curious Dabblers! Welcome to another edition of The Gaslamp Games Games Development Weekly Heliograph Circulation. Today we discuss the manner in which the Middle Class is employed to oversee the labours of the Labouring Class by means of organization through the newest methods of Scientific Management. We &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/24/new-methods-for-extracting-surplus-value-from-the-labouring-classes/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>Salutations scientific Colleagues &amp; curious Dabblers!</p>
<p>Welcome to another edition of <em>The Gaslamp Games Games Development Weekly Heliograph Circulation</em>. Today we discuss the manner in which the Middle Class is employed to oversee the labours of the Labouring Class by means of organization through the newest methods of Scientific Management.</p>
<p>We shall demonstrate this week&#8217;s study in the field. First, a sampling of tools has been laid in careful rows on the ground. Each tool is associated with certain Jobs, as documented by our associates of the Royal Society of The Clockwork Empire for Improving Natural Knowledge, Misters Vining &amp; Whitman (which you may recall have recently described various phenomena including studies on <a href="http://www.gaslampgames.com/2013/04/10/april-technical-status-update/">Plebeian Collision Avoidance In The Common Mob &amp; an investigation into so-called &#8220;Animal Jobs&#8221;</a>).</p>
<p>So, proceeding: tools at-hand, the Colonial Bureaucrat must initiate action by stamping a properly filled work order which designates a site on the landscape. This task can range from &#8220;Chop Trees&#8221; to &#8220;Flatten Land&#8221; to &#8220;Find Nature&#8221; (wherever it&#8217;s hiding). This order is then directed to a work party overseer (who is implicitly of the Middle Class and therefore of correct Station to command a group of Lower Class labourers). The work party overseer&#8217;s squad collects tools fit to their assigned task while the overseer heads directly to the work site.</p>
<p>In the heliotype below we see a work crew gathering axes for their &#8220;Chop Trees&#8221; task:</p>
<div class="wp-caption alignnone" style="width: 650px"><img class=" " title="Workers getting axes" alt="getting_axes" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/getting_axes.jpg" width="640" height="400" /><p class="wp-caption-text">A feller needs a chopper that&#8217;ll hack it. (Meanwhile, the only tool the Overseer needs is Management Skills.)</p></div>
<p><span id="more-5415"></span></p>
<p>Don&#8217;t mind the Wrong shadows of those flowers; That&#8217;s obviously the work of cultists. You&#8217;re not a cultist, right? Right, good. So pay them no mind. Every loyal Subject of the Empire sees only what they need to see to perform their Duty, so help them Cog, hip hip huzzah and all that.</p>
<p>Equipped with proper tools, the work crew proceeds to the designated copse. The overseer begins the task of hand-waving &#8212; the essence of management &#8212; while the labourers get to the chopping.</p>
<div class="wp-caption alignnone" style="width: 610px"><img class="  " title="Management" alt="management" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/management.jpg" width="600" height="380" /><p class="wp-caption-text">&#8220;Umm we need these trees all chopped down so if you could go ahead and come in on Saturday that&#8217;d be great.&#8221;</p></div>
<p>Indeed, our sample case in no mere anecdote. The entire range of toiling can be described &amp; efficiently executed by means of this new method of Scientific Management.</p>
<p>Take for another example the flattening of land: the chaotic encrustings, crude hills, and savage mountains of Nature must be cleared and prepared by hand for proper Civilizing by means of vast constructions of factories, roads, tenements, walls, and pipes! Observe in the heliotype below the collecting of shovels by a work party named &#8220;The Pleasant Flies&#8221; for some unknowable reason:</p>
<div id="attachment_5418" class="wp-caption alignnone" style="width: 650px"><img class=" wp-image-5418 " title="Workers Getting Shovels" alt="getting_shovels" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/getting_shovels.jpg" width="640" height="400" /><p class="wp-caption-text">Steampunk Charles Darwin oversees the collection of shovels for certain Digging Experiments.</p></div>
<p>And look at our boys go! The vigours of frontier life are a sight indeed and their fruits shall enrich our Betters while, surely, embiggening the spirits of all.</p>
<div id="attachment_5416" class="wp-caption alignnone" style="width: 650px"><img class=" wp-image-5416 " title="Digging Crew At Work" alt="digging_crew" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/digging_crew.jpg" width="640" height="400" /><p class="wp-caption-text">A great trench is dug; Naturalist looks on vacantly from exceedingly &amp; increasingly awkward vantage point.</p></div>
<p>To review our Study:</p>
<ol>
<li>A work party is overseen by a Middle Class person whose relevant skills influence the disposition &amp; efficiency of the tasks being carried out by each labourer.</li>
<li>Jobs for work parties are created by the Colonial Bureaucrat.</li>
<li>Labourers will see to their own collection and use of appropriate tools to the task assigned to them.</li>
<li>Hip hip huzzah and all that.</li>
<li>It is important to chop down all the trees, tear down every mountain, fill in every valley, and cover the world with Progress.</li>
</ol>
<p><strong>TODAYS BUG: There&#8217;s a Hole In The World</strong></p>
<p>Upon firing up the current build, and er, stepping from the research zeppelin? Something something. Regardless, I was confronted with an irregular black void, a Scar on the face of the World. It sat there, being-not, doing nothing, filled with nothing. I peered in to see only blackness staring back, accusingly.</p>
<div id="attachment_5421" class="wp-caption alignnone" style="width: 665px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/theres_a_hole_in_the_world.jpg"><img class=" wp-image-5421" title="There's a hole in the world" alt="theres_a_hole_in_the_world" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/theres_a_hole_in_the_world-655x382.jpg" width="655" height="382" /></a><p class="wp-caption-text">Don&#8217;t look directly at it!</p></div>
<p>I sent the above heliotype attached to a report of the phenomenon to one Mr. C. Whitman (suspected Wizard, freelance), hoping he perchance knew of some method of magicking the fabric of the world back together before any<em>thing</em> comes out from this Void &#8212; or the Investigators catch wind of this. That wouldn&#8217;t do at all. It&#8217;s such a fine colony we&#8217;re building, it&#8217;d be a shame if it had to be burned to the ground all over again to root out cultists.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/BsYMYUmL0Rw" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/24/new-methods-for-extracting-surplus-value-from-the-labouring-classes/feed/</wfw:commentRss>
		<slash:comments>26</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/24/new-methods-for-extracting-surplus-value-from-the-labouring-classes/</feedburner:origLink></item>
		<item>
		<title>A Troubling Account of Doubles in Certain Regions of Colonial Antipodia</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/AQHa1knKjeI/</link>
		<comments>http://www.gaslampgames.com/2013/04/17/a-troubling-account-of-doubles-in-certain-regions-of-colonial-antipodia/#comments</comments>
		<pubDate>Wed, 17 Apr 2013 21:59:41 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[apparently pistols now run on clockwork and not gunpowder]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[do you fear the cog?]]></category>
		<category><![CDATA[meanwhile in the office we are trying to figure out what happens if a pigeon rans into the air conditioner]]></category>
		<category><![CDATA[Never Speak Of It Again cheerio each must do their duty good show Cog Save The Queen and all that]]></category>
		<category><![CDATA[no really guess why it's called Tarsmoke Fells]]></category>
		<category><![CDATA[secretly pewterbolt's daughter does all the work of running the company nowadays while pewterbolt just sits about drinking gin and crying into his gout]]></category>
		<category><![CDATA[strange exercises in speculative fiction]]></category>
		<category><![CDATA[the original title of Double Trouble in Bubbles was rejected by Lord Palmerstoke upon advice of the Royal Society]]></category>
		<category><![CDATA[the sacks of coffee must be pungent]]></category>
		<category><![CDATA[there is a mysterious point to this that David is totally not looking at]]></category>
		<category><![CDATA[video game development via david lynch]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5353</guid>
		<description><![CDATA[&#8220;Adventurers, Seekers of Fortune, Desperate Paupers, Stout &#38; Industrious Working Folks&#8221; Emigrate to Inviting and Delightful shores of Pristine WEST ANTIPODIA untouched by Civilization &#38; Cog-fearing subjects; Vast PROPERTIES await Discovery Taming and Exploitation by Enterprising &#38; Energetic Persons of Business &#38; Family yearning for Open Land and the famed Vigors provided &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/17/a-troubling-account-of-doubles-in-certain-regions-of-colonial-antipodia/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><strong>&#8220;Adventurers, Seekers of Fortune, Desperate Paupers, Stout &amp; Industrious Working Folks&#8221;</strong></p>
<p style="text-align: center;"><strong>Emigrate to Inviting and Delightful shores of Pristine WEST ANTIPODIA untouched by Civilization &amp; Cog-fearing subjects; Vast PROPERTIES await Discovery Taming and Exploitation by Enterprising &amp; Energetic Persons of Business &amp; Family yearning for Open Land and the famed Vigors provided by the Savage Airs of</strong></p>
<p style="text-align: center;"><strong>COLONIAL ANTIPODIA.</strong></p>
<p style="text-align: left;">Dear reader, do forgive this writer&#8217;s indulgence in excited quotations, but our bored copy-clerk producing grist for his Pewterbolt &amp; Daughter Automated Typesetter must in turn be forgiven his Penchant For Flights of Imaginative Fancy, for he knows only a small gray desk in a small brick office in one of the more homely quarters of The Capitol. Yet this clerk dreams of a transformative life on the wild Open Frontier; Why, in such a life a humble office clerk might remake himself in the crucible of the Sublime! It is among the higher callings heard by those who go to the Colonies.</p>
<p style="text-align: left;">This is not his story, however, for it may be presumed that he remained a humble copy-clerk for many years.</p>
<p style="text-align: left;"><img class="alignnone  wp-image-5408" title="The Automated Typesetter" alt="automated typesetter" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/automated_typesetter.jpg" width="648" height="152" /></p>
<p><span id="more-5353"></span>The clockwork of our narrative is driven by one of Mme. Cordelia Philomena Tinsrife who, at the time of these events, held the title of Chief Bureaucrat of the Royal Charted Colony of New Sodbury Market.</p>
<p>She was a decorated veteran, a former sergeant hardened in battle by many conflicts on the Frontiers, including the most formative and ultimate experience in her career to do with &#8220;The Unpleasantness At Tarsmoke Fells&#8221; which we of course know is Not Spoken Of. Nonetheless, without Speaking Of It, medals were awarded to the few survivors and each was politely but firmly asked to Never Speak Of It Again cheerio each must do their duty good show Cog Save The Queen and all that why not sign on with the Royal Charter South-Southwest Antipodian Trading Company? Why, they’ve need of solid soldierly folk like yourself in their ranks it’s a grand opportunity if I daresay and one might not expect to find much better what with the way things turned out (punctuated here by a Very Deliberate Look given by the Investigating Commissioner over lowered spectacles) and so forth.</p>
<p>We must credit Mme. Cordelia Philomena Tinsrife for she took that sound advice from the Investigating Commissioner and sought her fortune &amp; career with the Royal Charter South-Southwest Antipodian Trading Company.</p>
<p>Let us travel together, dear reader, on the steam-locomotive, coal-burning airship, &amp; turbine-propelled sea-steamer of Imagination. We fly from that stuffy little office in The Capitol past the great booming Engines of Wealth and Progress bellowing forth that happy Smoke of Industry, across the verdant home counties Improved by the latest Acts of Enclosure &amp; construction of Great Mills astride each river, to the gray sea crashing under the rust-red cliffs &amp; their sanguine effluvia we love so dearly and then away from our native shores across the Oceans on journeys of days turned to weeks.</p>
<p><img class="alignright" title="CE Colonial Flag" alt="CE Colonial Flag" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/CE-colonial-flag.jpg" width="256" height="128" />We set the scene of Mme. Cordelia Philomena Tinsrife’s assignment from The Company on one somewhat harried bluff selected for its commanding presence above those &#8220;inviting and delightful shores of pristine West Antipodia&#8221;. The hinterland forests are not quite so &#8220;untouched by Civilization&#8221; as they were that day the Royal Charter South-Southwest Antipodian Trading Company established its latest enterprise of New Sodbury Market, but they are still impressive nonetheless and provide valuable timber for the Empire.</p>
<p>It must be noted at this point, dear reader, that there was and is no market established in New Sodbury Market – no, not yet – but one cannot but admire the spirited ambition our settlers established in a stroke of Mme. Cordelia Philomena Tinsrife&#8217;s pen.</p>
<p>And just so Mme. Tinsrife occupied herself from the hours of six &#8217;til four on each day in her office, a right and proper place for a bureaucrat, flanked by cabinets of files and papers, smelling of ink and wax and all the reassuring reagents of her craft. Entrenched so, she stamped and signed and sent-away-for all the good things which a bureaucrat summons from the body of our great Empire: shining copper plates, clever &amp; intricate machine parts, fortified brandy, chemical explosives, matched boots (forty pair), brass fittings, a sampling of the latest in fashionable hats, sheets of tempered glass, pungent sacks of coffee (50 stn.), and all the multitudes &amp; the many things the growing colony of New Sodbury Market required.</p>
<p>&#8220;Madam! It&#8217;s, I do apologize madam, it&#8217;s -but there&#8217;ve been events most troubling!&#8221;</p>
<p>Mr. Gideon Millchock, assistant clerk to the Colony&#8217;s Chief Bureaucrat, had burst through the door of the office of Mme. Tinsrife, setting forth a gust of that Vigorous Air which in turn upset certain consignment orders leaving the Business of the Empire slightly askew and smudged with ink. Mme. Tinsrife lowered her spectacles and gave the wheezing Gideon Millchock a Very Deliberate Look.</p>
<p>Gideon continued, uncowed: &#8220;I &#8212; sightings, Madam, Mister Brazenton&#8217;s workparty? Timber duty? They&#8217;ve reported <em>sightings</em>, Madam. Sightings!&#8221;</p>
<p>Mr. Gideon Millchock wrung his large hands as if they were a beached sea serpent tangled with itself and gasping its last and generally in a manner most Annoying and Low to Mme. Tinsrife&#8217;s eye.</p>
<p>&#8220;What manner of sightings, Mr. Millchock, the details of the matter please.&#8221; said Mme. Tinsrife.</p>
<p>&#8220;<em>You</em>, ma&#8217;am, but not you. And <em>me</em>, but not me, with a party of soldiers and labourers.&#8221; said he.</p>
<p>Gideon proceeded to describe a meeting of Brazenton&#8217;s work-party with himself-but-not-himself as well as her-but-not-her, dressed oddly in garb not befitting their proper Profession (though Brazenton had not inquired for it might give to unseemly Implication). Much confusion was had for these <em>doubles</em> claimed to be from a Royal Chartered Colony just over the hill and inquired quite forcibly what Brazenton was doing in the middle of what was clearly indicated to be Uncharted Wilds in the Zone of Exclusive Exploitation granted to the Royal Charter South-Southwest Antipodian Trading Company.</p>
<p>Amidst the argument, Brazenton managed to have a runner sent, hence Gideon&#8217;s interruption.</p>
<p>Mme. Tinsrife frowned, for this was feeling like just the sort of thing which was Never Spoke Of Again. But duty is duty and Cog Save The Queen and The Glory Of The Empire and all that; forms must be filled and once questions are raised they must answered.</p>
<p>&#8220;Gideon, send for Sgt. Bellwethers. Have him assemble his squad and accompany us to meet these&#8230; visitors. <em>Now</em>, if you please.&#8221;</p>
<p>As you know, dear reader, it is The Bureaucratic Act &#8211; of putting seal to official writ – by which things are made Real in the Empire. This Reality is the Truth of Ministries and Notes and Records and Documents confirmed as real as is ever to be needed to any Cog-fearing subject of The Queen in this Modern Age of Empirical Discovery and Scientific Order which rests the solemn weight of Knowledge in Recorded Facts. By writ and seal the Empire is Built!</p>
<p>But, it must be conceded, it is by musket &amp; cannon that the Empire is Kept. This Mme. Tinsrife knew very well.</p>
<p>Cordelia, if we may be forgiven presuming a rapid familiarity with the primary subject of our narrative, pulled open the drawer of her bureau and drew forth her old service revolver. She brushed the stack of consignment forms to one side and took a moment to re-check the oiled clockwork of the pistol. The device – a Coalburn Royal Arms patented 4-shot revolver – had served her well in the Siege of Kolesograd and saved her life, though not her military career, during the events the Times had referred to obliquely as the &#8220;Unpleasantness at Tarsmoke Fells&#8221;.</p>
<p>It should be noted here, dear reader, that while the Empire Writes the Real, it too can Unwrite what it deems Ought Not Be; notably to our narrative Certain Events at Tarsmoke Fells &amp; any hope of Cordelia Philomena Tinsrife&#8217;s having a future in the Army. She knows this very well too. But in a small act of rebellion she remembers to herself what happened there, years ago. It is Real to her alone, at least, for she has Written it all down in a very small diary hidden beneath the floorboards of her accommodation, just in front of her cabinet of dishware &amp; teas. Do not worry on her behalf, dear reader, for her secret rebellion is quite safe between your treasured company and this writer.</p>
<p><img title="Floorboards" alt="Floorboards" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/floorboards1.jpg" width="640" height="128" /></p>
<p>Cordelia loaded four cartridges into the Coalburn then rose from her desk to begin a proper Investigation.</p>
<p>[CONCLUDES PART 1 OF <em>A Troubling Account of Doubles in Certain Regions of Colonial Antipodia</em> FROM THE SECURE ARCHIVES OF HRM'S MINISTRY OF INVESTIGATION INTO MATTERS OF THE OCCULT &amp; EXTRAPLANAR AFFAIRS, PREPARED BY LIEUTENANT-INSPECTOR EZEKIAL LELAND STEELBOLT]</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/AQHa1knKjeI" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/17/a-troubling-account-of-doubles-in-certain-regions-of-colonial-antipodia/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/17/a-troubling-account-of-doubles-in-certain-regions-of-colonial-antipodia/</feedburner:origLink></item>
		<item>
		<title>April Technical Status Update</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/4KPsmjHGOM0/</link>
		<comments>http://www.gaslampgames.com/2013/04/10/april-technical-status-update/#comments</comments>
		<pubDate>Wed, 10 Apr 2013 18:04:17 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA["Hook him to the tagging machine and drain all the tags!" "But sir-" "ALL THE TAGS!"]]></category>
		<category><![CDATA[abrupt desert biome transitions]]></category>
		<category><![CDATA[also discussed yesterday: aurochs cheese]]></category>
		<category><![CDATA[always with the berries]]></category>
		<category><![CDATA[Animal Jobs: what are they?]]></category>
		<category><![CDATA[berries]]></category>
		<category><![CDATA[chris whitman's wizard powers are many and varied]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[cutting edge berry simulation]]></category>
		<category><![CDATA[everyone loves debug mode]]></category>
		<category><![CDATA[just-in-time berry simulation]]></category>
		<category><![CDATA[mooily]]></category>
		<category><![CDATA[next-gen berry simulation]]></category>
		<category><![CDATA[no comments shall be made about the very abrupt desert]]></category>
		<category><![CDATA[only the plumpest deer]]></category>
		<category><![CDATA[our only source of food is berries]]></category>
		<category><![CDATA[realistic berry simulation]]></category>
		<category><![CDATA[RGB 0 255 0 is a sure sign of wizards]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[send tags]]></category>
		<category><![CDATA[shadow aurochs]]></category>
		<category><![CDATA[still working on zergling rush support]]></category>
		<category><![CDATA[technical status update]]></category>
		<category><![CDATA[the auroch from last month's technical status update brought some friends]]></category>
		<category><![CDATA[the aurochs friends are not pictured here but really exists in real life for real]]></category>
		<category><![CDATA[there is no escape from tags only death or possibly beet juice]]></category>
		<category><![CDATA[we built this wall of tags with our bare hands]]></category>
		<category><![CDATA[We're stuck in this farcical abuse of SEO features and can't escape]]></category>
		<category><![CDATA[well that got dark didn't it]]></category>
		<category><![CDATA[you will know the mind drill very well indeed]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5311</guid>
		<description><![CDATA[It&#8217;s April! There is a Technical Status Update. You know the drill. When last we left the programming team, I think I mentioned that Chris Whitman was working on Animals. Well, we now have Animals. The Common Aurochs wanders the fields and streams alongside its more robust wooly cousin and &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/10/april-technical-status-update/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s April! There is a Technical Status Update. You know the drill.<span id="more-5311"></span></p>
<p>When last we left the programming team, I think I mentioned that Chris Whitman was working on Animals. Well, we now have Animals. The Common Aurochs wanders the fields and streams alongside its more robust wooly cousin and the occasional family of plump deer.</p>
<div id="attachment_5323" class="wp-caption alignnone" style="width: 650px"><img class="size-full wp-image-5323" title="Aurochs In Shadow" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/aurochs_in_shadow.jpg" alt="" width="640" height="300" /><p class="wp-caption-text">Shadow Aurochs brood mooily in darker portions of the landscape.</p></div>
<p>Aurochs and deer travel about in herds, and will look for food. A large part of their behaviour comes from &#8216;not wanting to move to new areas where there are things that they don&#8217;t like, namely humans&#8217;; by default, wild aurochs and deer will attempt to avoid humans and civilization. Since animals do &#8216;Animal Jobs&#8217;, or as Mr. Whitman put it, &#8216;Animal&#8230; Jobs?&#8217;, we extended this system to provide a preference for, or against, things that your in-game population may like or may not like. For instance, it is possible that a work crew&#8217;s overseer does not like aurochs all that much, and therefore will look less favourably on jobs that will put him near the smelly things.</p>
<p>Characters also got the start of rudimentary steering functions. Here we see forty characters aimlessly wandering around without tasks:</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/crowd.jpg"><img class="alignnone size-large wp-image-5327" title="Forty Is A Crowd" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/crowd-655x262.jpg" alt="" width="655" height="262" /></a></p>
<p>Here is a scene consisting of one hundred and fifty characters, moving from place to place, at about twenty frames per second:</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/navigation.jpg"><img class="alignnone size-large wp-image-5328" title="Acts Of Navigation" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/navigation-655x262.jpg" alt="" width="655" height="262" /></a></p>
<p>I&#8217;ve turned on character steering debugging mode, which shows velocities (cyan), paths (green), and collision spheres (green, or red if colliding). Characters forward project their velocities using swept spheres to try and evaluate if there is a collision; if so, they will attempt to move away from things. They also try to maintain good separation from each other in general, similar to standard flocking algorithms. Right now things still need tuning, but characters in general make a pretty good attempt at steering around each other when they are about to collide. I expect I will end up spending more time on it as the game progresses.</p>
<p>It is worth noting that the 150 characters are all fully simulated, and will do things like feed themselves, perform tasks such as tree chopping and building creation, and generally bumble about from place to place. We are far from done optimizing &#8211; in particular, character skinning still occurs on the CPU &#8211; but this makes me feel pretty good about the game&#8217;s eventual performance.</p>
<p>Mr. Whitman has also been busy working on what we should call &#8216;dependency resolution&#8217; &#8211; making characters smart enough to put things in stockpiles if stockpiles exist, putting things not in stockpiles if there are no stockpiles or no full stockpiles, and generally knowing what to do with themselves when they&#8217;ve picked up something. Jobs now have requirements blocks, and lists of requirements that they fill; if a character wants to do a job, but has to do another job to fill a requirement of their first job, they will now do so.</p>
<p>We now support Fog of War, like your favourite RTS games:</p>
<div id="attachment_5331" class="wp-caption alignnone" style="width: 665px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/terra_incognita.jpg"><img class=" wp-image-5331" title="Terra Incognita" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/terra_incognita-655x291.jpg" alt="" width="655" height="291" /></a><p class="wp-caption-text">&#8220;We really need you to find that rock.&#8221;</p></div>
<p>Here we see a naturalist attempting to reach a pre-determined exploration point, designated by the small rock in the corner. (We&#8217;re using rocks to represent order points as a placeholder.) Orders are a new type of command you can issue to specify that you want somebody to do something at a certain geographical location that is not tied to an object, a building, or a person; examples of orders include &#8220;Explore&#8221;, &#8220;Flatten Terrain&#8221;, &#8220;Perform Geological Survey&#8221; and &#8220;Search for Nature&#8221;. Quite likely this will expand to include certain types of military operations, and other things.</p>
<p>We also put in some things from Creepy Week&#8230; but we&#8217;re not ready to show them to you yet.</p>
<p>The rest of the month looks to be occupied with workshops, building, and events. Exciting times! We&#8217;ll keep you posted.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/4KPsmjHGOM0" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/10/april-technical-status-update/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/10/april-technical-status-update/</feedburner:origLink></item>
		<item>
		<title>PC Gamer Interview</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/Dh2cWHPBBoY/</link>
		<comments>http://www.gaslampgames.com/2013/04/08/pc-gamer-interview/#comments</comments>
		<pubDate>Mon, 08 Apr 2013 21:16:05 +0000</pubDate>
		<dc:creator>Nicholas</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[Gaslamp]]></category>
		<category><![CDATA[celestial melanoma orb]]></category>
		<category><![CDATA[clockwork empires]]></category>
		<category><![CDATA[days since last rap battle: zero]]></category>
		<category><![CDATA[deadline shifting]]></category>
		<category><![CDATA[deadline what deadline]]></category>
		<category><![CDATA[evan lahti just likes to watch developers burn in the noon day son]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[nicholas had hair before dredmor (really)]]></category>
		<category><![CDATA[pc gamer]]></category>
		<category><![CDATA[poor microphone handling]]></category>
		<category><![CDATA[roasting canadians]]></category>
		<category><![CDATA[ship what ship]]></category>
		<category><![CDATA[sky sphere of burning pain]]></category>
		<category><![CDATA[stuttering directly into the camera]]></category>
		<category><![CDATA[suffering the heavenly fusion byproducts]]></category>
		<category><![CDATA[the great ball of blinding and heat]]></category>
		<category><![CDATA[you can actually watch our skin darkening in the harsh californian sun]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5292</guid>
		<description><![CDATA[The good folks of PC Gamer have posted a very long interview with us, filmed while we were at GDC a few weeks ago. You will note at the end that we give a new, intended approximate release date. We&#8217;ve decided to push our intended release date for CE back &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/08/pc-gamer-interview/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p><a title="PC Gamer: They Do Things. They involve gaming. On a PC." href="http://www.pcgamer.com/2013/04/08/clockwork-empires-interview-things-going-spectacularly-wrong-makes-a-great-story/">The good folks of PC Gamer have posted a very long interview with us, filmed while we were at GDC a few weeks ago.</a></p>
<div style="text-align: center; margin: auto;"><object style="width: 450px; height: 366px;" width="320" height="240" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/8p5H7Y24e2I?color2=FBE9EC&amp;rel=0&amp;version=3" /><param name="allowfullscreen" value="true" /><embed style="width: 450px; height: 366px;" width="320" height="240" type="application/x-shockwave-flash" src="http://www.youtube.com/v/8p5H7Y24e2I?color2=FBE9EC&amp;rel=0&amp;version=3" allowFullScreen="true" allowscriptaccess="always" allowfullscreen="true" /></object></div>
<p>You will note at the end that we give a new, intended approximate release date. We&#8217;ve decided to push our intended release date for CE back a bit, from &#8220;late this year&#8221; to &#8220;early next year&#8221;, around February/March 2014. Simply put, this is a large game and we need more time to do a good job of it and make it fun. (Also, we don&#8217;t want to compete with a bunch of console launch dates.) We hope you guys understand, and we promise the game will be better as a result.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/Dh2cWHPBBoY" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/08/pc-gamer-interview/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/08/pc-gamer-interview/</feedburner:origLink></item>
		<item>
		<title>GDC!</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/cGQCJjK4Y6k/</link>
		<comments>http://www.gaslampgames.com/2013/04/03/gdc/#comments</comments>
		<pubDate>Wed, 03 Apr 2013 19:20:48 +0000</pubDate>
		<dc:creator>Daniel</dc:creator>
				<category><![CDATA[Gaslamp]]></category>
		<category><![CDATA[bourbon]]></category>
		<category><![CDATA[david only knows one dance move]]></category>
		<category><![CDATA[every bar should have a pizzeria attached to it]]></category>
		<category><![CDATA[fleshy's steakhouse will always be the taste of san francisco]]></category>
		<category><![CDATA[gdc]]></category>
		<category><![CDATA[indie life]]></category>
		<category><![CDATA[now witness the power of this fully armed and operational battle station and/or bar]]></category>
		<category><![CDATA[technical director secrets of hangover control]]></category>
		<category><![CDATA[the coffee shop of the burning hand]]></category>
		<category><![CDATA[the honour of san francisco was successfully defended]]></category>
		<category><![CDATA[the scene in the death star with our PR hire involved us saying you are now part of the tribe and then immediately covering her with Ewoks]]></category>
		<category><![CDATA[the tiny bottles of vodka were actually from our developer relations contact at nvidia which is kind of amazing]]></category>
		<category><![CDATA[we are totally full of mana right now]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5264</guid>
		<description><![CDATA[David, Nicholas, Mr. Dykstra and I were down in San Francisco for the annual Game Developers Conference (as you may have noticed from our impressively slapped together post from last week), and we thought it might be cool to give you guys a little bit of an idea what that&#8217;s &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/03/gdc/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>David, Nicholas, Mr. Dykstra and I were down in San Francisco for the annual Game Developers Conference (as you may have noticed from our impressively slapped together post from last week), and we thought it might be cool to give you guys a little bit of an idea what that&#8217;s like, why we were there, and what happened.</p>
<p><span id="more-5264"></span></p>
<p><strong>Sunday.</strong></p>
<p>Daniel: Got in late in the afternoon, haggered after attempting to move myself to Vancouver (unsuccessfully) in 2 days by cramming everything in a minivan.  Bought the most expensive public transit pass of my life for a 1-way trip to downtown ($9!  thanks Bart).  Found hotel, collapsed in a heap until the other guys arrived, then we went to eat dinner at the restaurant that David dubbed &#8220;Fleshy&#8217;s Steakhouse.&#8221;</p>
<p>Nicholas: Went for dinner &#8211; to the steakhouse in the hotel lobby, which was good and featured a great deal of bourbon. David watching me eat steak tartare, with a mixture of fascination and revulsion, will haunt me for about the next two weeks.</p>
<p>Vowed to put Fleshy&#8217;s Steakhouse in Clockwork Empires.</p>
<div id="attachment_5273" class="wp-caption aligncenter" style="width: 235px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_monolithic.jpg"><img class="size-medium wp-image-5273 " title="Obleskian Monolithic" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_monolithic-225x300.jpg" alt="" width="225" height="300" /></a><p class="wp-caption-text">A Yellow Obleskian Monolithic terrifies the conference attendees.</p></div>
<p><strong>Monday. </strong></p>
<p>Daniel: Watched some talks given by indies and AI teams doing squad shooters trying to get some ideas for squad tactics in CE.  Some neat stuff there, and if we ever get back to Dredmor development the XCOM AI system would work very neatly there.</p>
<p>Ran into Tomislav Uzelac of Unity of Command &#8211; awesome guy!  We had lunch, griped about troubles with distribution and getting funding for games.  I believe this is the point where I drenched myself in steaming hot coffee and seriously scalded my left hand.  The coffee shop would later be dubbed &#8220;The Burning Hand&#8221;, and for some strange reason, I kept going back.</p>
<p>Nicholas: Watched more AI talks. In particular, the &#8220;future of AI&#8221; talk was interesting; the first half of the AI talk was about our message-passing system (well, somebody else&#8217;s version of it) and the second half of the AI talk was about our utility function system. The animation talk for the new Hitman game was both invigorating and terrifying, because we don&#8217;t have an animation controller yet.</p>
<p>Snuck into the Sony PS3 indie event. I was going to go crash another party (the IGN one) but I collapsed, in a heap, with mysterious chills.</p>
<p>I woke up later, trying to find somebody for dinner, at 10 PM. My good friend Avery, formerly of Popcap and now at, uh, Z2? &#8211; was up for it. Dinner, however, turned into &#8220;Drinks.&#8221; Drinks turned into &#8220;Drinks at the Goth Club. And dancing.&#8221; So that happened at &#8220;Death Guild&#8221; at the DNA Lounge. It was good. We ended up going for pancakes at 4 in the morning, and talking about the secrets of life and death.</p>
<p>Chris Dykstra, our business manager, found a note on his door when he arrived at the hotel: &#8220;Gone networking at goth club. Please wake for breakfast.&#8221;</p>
<div id="attachment_5274" class="wp-caption aligncenter" style="width: 235px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_david1.jpg"><img class="size-medium wp-image-5274   " title="David + Reagan" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_david1-225x300.jpg" alt="" width="225" height="300" /></a><p class="wp-caption-text">David next to a statue of Transdimensional Zombie Reagan.</p></div>
<p><strong>Tuesday.</strong></p>
<p>Daniel: Met Jurie Horneman!  We talked about how weird it is trying to find a job title that makes sense in an indie studio.  Had a salad, sat in a great park near the conference with Jurie, Tomislav, Nicholas, David, and some new friends and talked about transmitting mechanical force over distances.</p>
<p>At this point I think we sneaked into a major &#8220;Announce Party&#8221; from a gigantic game publisher and drank as much of their beer as we could before we hurried out to a gathering of game developers at a weirdly awesome bar.  We left when the people dressed as lobsters got on stage.</p>
<p>Nicholas: Somewhere in here we also went to the Spacechem talk, which was awesome. Zach probably has worse tutorials than we do. Another networking event took us back to the DNA Lounge, where we would spend three nights in a row out of a possible five. David ate vegan pizza at the DNA lounge&#8217;s attached pizza shop, and felt good about it.</p>
<p>The pizza was named after Morrisey. Or possibly Sting.</p>
<p>Daniel: Oh yeah, Zach!  That guy is awesome, you should buy Spacechem.</p>
<p><strong>Wednesday.</strong></p>
<p>Daniel: Meetings day!  We had the opportunity to meet our assigned Valve human for the first time!  Very weird to have some great working relationships with some great people that are crucial to your business and never to have met them in person (this is a recurring theme across indie game development).  That was really cool.  Met our new (awesome) PR person for the first time too! We had a lot to drink in a hotel lounge that has windows like the Death Star.</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/deathstar.jpg"><img class="aligncenter size-medium wp-image-5265" title="deathstar" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/deathstar-225x300.jpg" alt="" width="225" height="300" /></a></p>
<p>Nicholas: Went to a very strange Indie Party. It was, frankly, kind of dead, so then we went to the Valve party and invited various people as our +1s. Our new PR person successfully bonded with the company, through alcohol. The Valve party was fantastic. After it died down, I went *back* to the Indie Party and caught the tail end of a DJ set by Phil Fish, who is&#8230; surprisingly nice and totally unlike his Twitter feed in person. A mystery wrapped in an enigma, like all good Canadians. At this point my very good friend James showed up, gave me a 12 year old Scotch in a shot glass, and we ended up going out for pancakes at about 4 in the morning and talking about the secrets of life and death.</p>
<div id="attachment_5277" class="wp-caption aligncenter" style="width: 235px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_dancing.jpg"><img class="size-medium wp-image-5277 " title="David Dancing" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_dancing-225x300.jpg" alt="" width="225" height="300" /></a><p class="wp-caption-text">David, dancing at the Valve party.</p></div>
<p><strong>Thursday.</strong></p>
<p>Nicholas: Breakfast, at 8:30 AM, with Alex Evans, the Technical Director of Media Molecule. He was, apparently, &#8220;impressed by my hangover control.&#8221; Alex and I talked about the joys of technical directorship and mainly just wanting to be left alone, and hashed out a cool thing for Clockwork Empires which you will see&#8230; later. Thanks, Alex, for supplying the missing piece!</p>
<p>Then: Meetings! First with AMD, then with NVIDIA. People want us to do things for them, and I got a handful of technical contacts for CE.</p>
<p>At some point, Chris Dykstra burned his hand at the Coffee Shop of the Burning Hand. Cue chanting &#8211; &#8220;one of us! one of us!&#8221;, etc.</p>
<p>Did not go to any of the night&#8217;s party invitations. We had a choice between either Skrillex, or Humpty Hump. I was going to choose Humpty Hump, and was disappointed that this was not something I could do due to Exhaustion.</p>
<p>Daniel: Received tiny bottles of artisanal Texan vodka from a guy named Eric.  Thanks Eric!</p>
<div id="attachment_5276" class="wp-caption aligncenter" style="width: 235px"><a href="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_despairposition.jpg"><img class="size-medium wp-image-5276 " title="Despair Position" src="http://www.gaslampgames.com/wp-content/uploads/2013/04/photo_despairposition-225x300.jpg" alt="" width="225" height="300" /></a><p class="wp-caption-text">Daniel assumes the Despair Position prior to our meeting with NVIDIA.</p></div>
<p><strong>Friday.</strong></p>
<p>Daniel:</p>
<p>Seriously dogmatic tea drinking.  Sat next to the Path of Exile dev team talking about their upcoming features (which I can&#8217;t talk about, game developers / tea drinkers code and all that).  Talked to Evan from PC Gamer about how the project is going, which we will tell you guys more about soon!</p>
<p>Nicholas:</p>
<p>David burned his hand at the Coffee Shop of the Burning Hand. &#8220;One of us! One of us! Burning Hand! etc.&#8221; I think the coffee shop staff were quite terrified of us by then.</p>
<p>We also showed Clockwork Empires to the first people outside of the office to have seen it &#8211; Matthew Steele, our composer; our new PR person, Stephanie Schopp; and Ash Matheson, a long-time friend of mine who is currently serving time at EA Bioware as a lead for a team of people doing some stuff. The reactions were exceedingly positive, and made us feel better.</p>
<p>Stephanie, in particular, went from &#8220;This game looks cuter than I imagined it looking when you described it&#8221; to &#8220;OH MY GOD THAT THING IS THE STUFF OF MY NIGHTMARES&#8221; in about 30 seconds. Well done, everybody.</p>
<p>Random encounters with Andrew Dice at Carpe Fulgar and Rob Zeboyd at Zeboyd (makers/porters of Recettear and the upcoming Penny Arcade game, respectively.) In the end, we staggered back to our hotel, and were too tired to do anything but get food at the restaurant that looked, in my words, &#8220;like somewhere my father would eat and where we should absolutely never go.&#8221; Terrifyingly efficient service ensued, in a fine and somewhat European tradition of being scowled at by a 70-year old woman while you eat.</p>
<p><strong>Saturday.</strong></p>
<p>Daniel: Went back home, cleaned entire apartment.</p>
<p>Nicholas: Played <a title="The role of Wesley Crusher will be played by PC Gamer's Executive Editor." href="http://boardgamegeek.com/boardgame/123096/space-cadets">board games</a> with editorial staff of PC Gamer, then stopped downtown to drop a stuffed Diggle off for a long-time Gaslamp supporter. In the process of doing this, I discovered that I was Very Late for my flight checkin at SFO and desperately hailed a cab. The cab driver, a calmly mustachioed man, told me that, quote, &#8220;on his honour, and on the honour of San Francisco, I would make it to my flight.&#8221; He then asked me if I like Zamfir. Why yes, yes I do.</p>
<p>Cue fifteen minutes of the cab driver yelling and navigating his way through traffic back at the hotel, listening to passive-aggressive pan flute music. At one point he pulled into my hotel&#8217;s taxi line up and yelled, &#8220;Bellboy! Get this man his baggage! The honour of San Francisco depends on it!&#8221; The Bellboy did so, and we pulled out into San Francisco traffic at approximately one hundred and fifty miles per hour.</p>
<p>I did, indeed, get to my flight. My one regret is that I did not burn my hand at the coffee shop. Now I will never know what it is to fear the night.</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/cGQCJjK4Y6k" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/03/gdc/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/03/gdc/</feedburner:origLink></item>
		<item>
		<title>Blood &amp; Steam: A Clockwork Empires FPS</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/7acISOWMeSY/</link>
		<comments>http://www.gaslampgames.com/2013/04/01/blood-steam-a-clockwork-empires-fps/#comments</comments>
		<pubDate>Mon, 01 Apr 2013 07:00:47 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[also coming to the ouya]]></category>
		<category><![CDATA[david refuses to watch the battlefield 4 trailer preferring to watch things which are less morbid like the office collection of jiggling fleshcubes]]></category>
		<category><![CDATA[emotional devastation]]></category>
		<category><![CDATA[Gaslamp Games games]]></category>
		<category><![CDATA[Gaslamp Games playing games]]></category>
		<category><![CDATA[gears]]></category>
		<category><![CDATA[indie steampunk shooting action woohoo]]></category>
		<category><![CDATA[mad teleportation issues]]></category>
		<category><![CDATA[mostly bourbon]]></category>
		<category><![CDATA[no don't take away my bottle that's my special PR medication]]></category>
		<category><![CDATA[serious business]]></category>
		<category><![CDATA[serious games]]></category>
		<category><![CDATA[sometimes the blood is steamed by the steam]]></category>
		<category><![CDATA[sometimes the steam is actually blood]]></category>
		<category><![CDATA[surefire 80 on metacritic]]></category>
		<category><![CDATA[the stahlmarkian blitztroopers are going to be totally blown away]]></category>
		<category><![CDATA[there is no "that one thing" - I just made it up to cause drama]]></category>
		<category><![CDATA[this is seriously the first post we make after hiring a PR person]]></category>
		<category><![CDATA[trailer narration by Justin Timberlake]]></category>
		<category><![CDATA[turrets]]></category>
		<category><![CDATA[unlike valve our turrets want you to know that they do hate you so much]]></category>
		<category><![CDATA[when the moon fungus hits your eye like a big pizza pie that's lovecraftian]]></category>
		<category><![CDATA[wildly inappropriate for a serious business]]></category>
		<category><![CDATA[you will now attach gears to things]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5174</guid>
		<description><![CDATA[We have finally returned from GDC! (Except David, who, lacking the smartphone that, apparently, every other 21st century human possesses, is wandering around the Bay Area stopping only to sleep &#38; quietly feed in secret Vegan Safehouses.) We had a great time (except for that one thing), drank with a &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/04/01/blood-steam-a-clockwork-empires-fps/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>We have finally returned from GDC! (Except David, who, lacking the smartphone that, apparently, every other 21st century human possesses, is wandering around the Bay Area stopping only to sleep &amp; quietly feed in secret Vegan Safehouses.) We had a great time (except for that one thing), drank with a lot of people, and went to a number of fascinating talks about new opportunities in the Free-to-Play gaming market on mobile, Android devices.</p>
<p>We were also able to sign some deliciously long-simmering business deals at GDC, and have secured additional funding for our work from various interested parties, including a Major Console Developer. As a result, we are uniquely positioned to fully leverage our suite of intellectual properties in the next-generation console and mobile spaces. In order to uniquely leverge our leverage, we have &#8220;revamped&#8221; <strong>Clockwork Empires</strong> in order to make it more suitable for next-generation consoles. Market-driven research, made possible by our new funding, has revealed that gamers don&#8217;t actually enjoy complex simulations or sandbox-based gameplay. Instead, they want two things out of their videogame dollars:</p>
<ol>
<li>To be connected with, emotionally, at an intense, raw, and devastating level that can only be made possible by next-generation consoles.</li>
<li>Gears, possibly attached to turrets.</li>
</ol>
<p>As you guys know, we at Gaslamp pride ourselves in taking a genre and putting our unique, zany spin on it. To this end, uh&#8230; let&#8217;s just do a press release.</p>
<p><span id="more-5174"></span></p>
<p><em>April 1st, 2013 &#8211; </em><span style="font-size: 16px;">Gaslamp Games, makers of the popular cooking minigame </span><em style="font-size: 16px;">Dungeons of Dredmor</em><span style="font-size: 16px;">, is proud to announce:</span></p>
<h1 style="text-align: center;"><strong>Blood &amp; Steam: A Clockwork Empires Game</strong></h1>
<p style="text-align: center;"><img class="size-full wp-image-5186 aligncenter" title="Blood &amp; Steam : A Clockwork Empires Game" src="http://www.gaslampgames.com/wp-content/uploads/2013/03/blood_and_steam.jpg" alt="" width="600" height="849" />* * *</p>
<p><em style="font-size: 16px;">Join the ruggedly strong-jawed &amp; generically handsome brown-haired twentysomething Corporal Lance Wingerstrong of Her Majesty&#8217;s 3rd Steam Knights Brigade on a quest for Queen and Country &#8212; and revenge. Lance must regain his family&#8217;s honour and in the process uncover the grand conspiracies of the villainous Stahlmarkian Baron known as Axel Helmut Kupferrad Von Schwarzezug as he attempts to find a shorter name for himself (the Baron, that is, Corporal Wingerstrong has a stout Clockworkian name that any upstanding lad of the Empire would be proud to bear) at any cost.</em></p>
<p style="text-align: center;">* * *</p>
<p>&#8220;<em>Clockwork Empires</em> is such a promising IP,&#8221; notes Gaslamp Games&#8217; CEO Daniel Jacobsen, &#8220;that it would be a shame to just make one game out of it. It&#8217;s a natural step to expand the adrenaline-pumping, city-building action of <em>Clockwork Empires</em> into the realm of first person turret sequence shooters.&#8221;</p>
<p>&#8220;Maybe I&#8217;ve just been huffing oven cleaner this week,&#8221; he added slyly from atop his throne made of human skulls, &#8220;but I am really excited about corridors. Corridors full of steam! And maybe some pipes.&#8221;</p>
<p>Technical Director Nicholas Vining has employed his experience working with The Goddamned Lithtech Engine to design photo-realistic, paradigm-shattering next-generation graphics. Mr. Vining was unavailable for comment, having accidentally dropped himself into a parallel universe in a paradigm-shattering accident, but a note on his desk indicates that he was very excited about &#8220;inflamed follicle rendering technology&#8221; and &#8220;glistening cubes of meat.&#8221;</p>
<p>With exciting new weapons powered by steam, aether, clockwork, and derring-do players will experience deep and long-lasting Emotional Stories about Characters and Things or Whatever as they totally blow away wave after wave of Stahlmarkian Blitztroopers.</p>
<p>David Baumgart, art director of Gaslamp Games explains: &#8220;oh god hrrrrrp&#8221; and then vomited, weakly, into a bucket of wine coolers. This is because he is an Artist and therefore Volatile during Press Release Writing Sessions (and at all other times generally), but we are trying to understand his intent; Possibly something about a &#8220;gyrocopter boss fight&#8221;.</p>
<p><strong>GROUNDBREAKING FEATURES LIST:</strong></p>
<ul>
<li>Nearly 6 hours of next-gen cog-spinning, steam-simmering high-pressure gameplay!</li>
<li>Turrets!</li>
<li>Deploy ten exciting new FPS weapons, including the Gear Spinfusor, the Portable Tesla Coil, the SimCity Authentication Server, and the Big ****ing Gear!</li>
<li>Put Gears on Everything! Put Gears on your Gear! (Additional gears available through our Gear Store for reasonably-priced Digglebucks.)</li>
<li>Deploy Zeppelin Strikes to Punish Your Enemies&#8230; With Zeppelins! (Tiny ones, driven by Diggles.)</li>
<li>Realistic Steampunk Guns (which players can purchase through our partnership with Perfectly Ethical arms manufacturers!)</li>
<li>Dynamic exploding organ physics!</li>
<li>Day-1 Expansion DLC allows you to join Her Majesty&#8217;s Anti-Paranormal Invigilators For Horrifying Missions against the Selenian Moon-Fungus!</li>
<li>Tap &#8220;Q&#8221; repeatedly at any time to snub rivals in your squad!</li>
<li>Tap &#8220;Q&#8221; once to do other things!</li>
<li>Turrets!</li>
<li>Redeem organs for additional emotional devastation!</li>
<li>Deep moral simulations allow players to define the character of Corporal Wingerstrong in keys areas of Uprightness, Temperance, and Forthrightness.</li>
<li>Choose one of three endings by pulling one of three levers at the end of the game! (The levers are attached to gears. Also, maybe, turrets.)</li>
<li>Over 10,000 procedurally generated achievements to unlock!</li>
<li>Always-on Internet connection required to interface with the live Clockwork Auction House!</li>
<li>Gaslamp&#8217;s unique dual key authentication system: two Gaslamp employees stand behind the player as the game is booted and must simultaneously insert and turn a pair of unique activation keys.</li>
<li>New unit duplication technology reports that you have shot more Stahlmarkian Blitztroopers than we can actually simulate you shooting at!</li>
<li>And the enemies that you do shoot at probably just teleport from place to place!</li>
<li>Historically Accurate Simulation of Steam Powered Armour Combat created with an approving nod by actual veterans of the Great Antipodean Obeliskian Campaign raised from the dead by our team of wild-eyed Novyrus Volticians just for this purpose!</li>
<li>Emotional devastation can be converted to Digglebucks!</li>
<li>Turrets!</li>
<li>Special Guest Star: Beyonce!</li>
<li><span style="font-size: 16px;">Turrets!</span></li>
</ul>
<p>Coming soon, exclusively to a yet-unnamed next generation console: <strong>BLOOD &amp; STEAM: A CLOCKWORK EMPIRES GAMES GAME OF GAMES</strong></p>
<p>Edit:</p>
<ul>
<li>Tacked-on Multiplayer!</li>
</ul>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/7acISOWMeSY" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/04/01/blood-steam-a-clockwork-empires-fps/feed/</wfw:commentRss>
		<slash:comments>44</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/04/01/blood-steam-a-clockwork-empires-fps/</feedburner:origLink></item>
		<item>
		<title>Guide To Aristocratic Tableswares &amp; Etiquette</title>
		<link>http://feedproxy.google.com/~r/GaslampGames/~3/D45qCCnozBg/</link>
		<comments>http://www.gaslampgames.com/2013/03/27/guide-to-aristocratic-tableswares-etiquette/#comments</comments>
		<pubDate>Wed, 27 Mar 2013 17:00:29 +0000</pubDate>
		<dc:creator>dbaumgart</dc:creator>
				<category><![CDATA[Clockwork Empires]]></category>
		<category><![CDATA[absolutely a filler post]]></category>
		<category><![CDATA[at every party with free drinks Nicholas orders "what Kanye would order on this occasion" and always receives straight bourbon]]></category>
		<category><![CDATA[bee squeezings]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[etiquette]]></category>
		<category><![CDATA[go buy SpaceChem because Zach is a really cool dude]]></category>
		<category><![CDATA[go buy Unity of Command because Tomislav is also a really cool dude]]></category>
		<category><![CDATA[Lady Zylphia Minerva Muriel Liversly Tinriver's domestic etiquette series]]></category>
		<category><![CDATA[Magic Lantern PSA]]></category>
		<category><![CDATA[Sean's secret to health appears to be raw beet juice]]></category>
		<category><![CDATA[tableware]]></category>
		<category><![CDATA[the all-Sean blogging continues]]></category>
		<category><![CDATA[the truth of the matter is that Sean genuinely enjoyed the beet-lime juice]]></category>
		<category><![CDATA[two of the tablewares retained names directly from their historical source - can you guess which?]]></category>
		<category><![CDATA[we somehow ended up at the BF4 reveal party last night]]></category>
		<category><![CDATA[we totally also ended up at some place with amazing vegan pizza last night]]></category>
		<category><![CDATA[Whigs]]></category>

		<guid isPermaLink="false">http://www.gaslampgames.com/?p=5203</guid>
		<description><![CDATA[In the interest of your Betterment, Gaslamp Games presents: Another Lesson In Etiquette Mr. Hamilton (a relation, it has been discovered, of one Lady Hamilton to whom has been ascribed Much Scandal), Environmental Artist employed by the esteemed Company of Gaslamp Games, demonstrates the mindful consumption of health-giving beet juice at &#8230;<p class="readmore">{ <a href="http://www.gaslampgames.com/2013/03/27/guide-to-aristocratic-tableswares-etiquette/">read this article</a> }</p>]]></description>
				<content:encoded><![CDATA[<p>In the interest of your Betterment, Gaslamp Games presents:</p>
<p><a href="http://www.gaslampgames.com/wp-content/uploads/2013/03/aristocratic_tablewares.jpg"><img class="alignnone  wp-image-5204" title="Aristocratic Tableswares of the Clockwork Empires" src="http://www.gaslampgames.com/wp-content/uploads/2013/03/aristocratic_tablewares-655x655.jpg" alt="" width="655" height="655" /></a></p>
<p><strong>Another Lesson In Etiquette</strong></p>
<p>Mr. Hamilton (a relation, it has been discovered, of one <a href="http://en.wikipedia.org/wiki/Lady_Hamilton">Lady Hamilton</a> to whom has been ascribed Much Scandal), Environmental Artist employed by the esteemed Company of Gaslamp Games, demonstrates the mindful consumption of health-giving beet juice at a local &#8220;cafe&#8221; suspected to be frequented by poets and their ilk.</p>
<p>(Please dim the lights for the Magic Lantern Show.)</p>
<p><span id="more-5203"></span></p>
<p><img class="alignnone size-full wp-image-5205" title="Beet Juice 1" src="http://www.gaslampgames.com/wp-content/uploads/2013/03/sean1.jpg" alt="" width="640" height="501" /></p>
<p>1. The Gentleman drinks.</p>
<p>2. The Gentleman is shocked by the vulgar flavours of unboiled vegetable known to Polite Society to be fit only to peasants and certain radical Whigs.</p>
<p><img class="alignnone size-full wp-image-5206" title="Beet Juice 3 &amp; 4" src="http://www.gaslampgames.com/wp-content/uploads/2013/03/sean2.jpg" alt="" width="640" height="501" /></p>
<p>3. The Gentleman calls upon his Upbringing, summoning the Stiff Upper Lip to embolden his Spirit.</p>
<p>4. The Gentleman presents a can-do cheery attitude as befits the keeping of Pleasant Company.</p>
<p><img class="alignnone size-full wp-image-5207" title="Beet Juice 5" src="http://www.gaslampgames.com/wp-content/uploads/2013/03/sean3.jpg" alt="" width="640" height="501" /></p>
<p>5. <em>&#8220;Death is the only release I shall know.&#8221;</em></p>
<p>(We&#8217;re at GDC and unable to be of much use talking about Clockwork Empires. Please accept heartfelt apologies from the management.)</p>
<img src="http://feeds.feedburner.com/~r/GaslampGames/~4/D45qCCnozBg" height="1" width="1"/>]]></content:encoded>
			<wfw:commentRss>http://www.gaslampgames.com/2013/03/27/guide-to-aristocratic-tableswares-etiquette/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		<feedburner:origLink>http://www.gaslampgames.com/2013/03/27/guide-to-aristocratic-tableswares-etiquette/</feedburner:origLink></item>
	</channel>
</rss>
