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Things from the design blog that have changed- permanently or just EA?

Discussion in 'Clockwork Empires General' started by AmblingAlong, Jul 18, 2014.

  1. AmblingAlong

    AmblingAlong Member

    Is the artisan/workshop/factory distinction still in? How much of the 'Industrial Logistic Simulation for Everyone' still applies?

    Do we still need tools to accomplish tasks (like axes for wood chopping)?

    Do people still get assigned specialized roles (Barber, for example), instead of just work crews?

    Lastly, any chance we'll get closer to factories that look like these?
    [​IMG]

    Or dynamics lines that look like these?
    [​IMG]
     
    convolutedthinker likes this.
  2. Akuma

    Akuma Member

    On the tool's question I believe there was a blog post previously where they were disabled for the moment. If you watch over your stockpile you'll sometimes actually see your workers put down and pick up tools that vanish after a moment. Once some things are smoothed out expect tools to come back (And then run out of them and start crafting axes out of the bones of new colonists).
     
  3. City Builder

    City Builder Member

    I'm curious too if the art work that is in the EA now is purely place holder stuff or due to giving the ability to the player to draw out his own layout for the buildings they've got to go as generic looking as they currently have in the EA.

    I was hoping to see very elaborate steam punk looking buildings and atmosphere but at the moment it's very generic buildings. I hope they'll be able to steam punk it up and still allow the players to layout the footprint to the buildings as we're doing in the EA now.
     
  4. dbaumgart

    dbaumgart Art Director Staff Member

    Pipes & Things:
    Dynamic lines are still a thing, but they're not in right now.

    Old Concept Art:
    Those old concept art pieces are from almost before the beginning of development, so they're pretty far off. The key difference between how we visualized the game then vs. now is back then we had no concept of building interiors. At some point pretty early on we decided to shift the 'camera' a step closer to the action so we can see the people and what they're doing better. This made everything a little smaller and a little more detailed.

    Buildings:
    We're going to have more styles of buildings, particularly the roofs; We're going to have more building decor options and more machine modules as development proceeds, especially larger, upgraded versions of modules that show off a bit more of that steampunk technology.

    Tools:
    Yes, we almost certainly intend for these to be discrete commodities like guns are now, but removed them until we got the economy operating a bit better. It's pretty good right now but for some jamming-up of jobs (which has received vast improvements in the last couple weeks). So: these'll be back.
     
  5. AmblingAlong

    AmblingAlong Member

    Awesome, thanks for being so responsive!

    I know there's very little my input can do to affect such a basic/work intensive issue, but even with the smaller buildings, the closer we can get to those beautiful, intricate factories, the happier I think most people will be.

    That said, I do think the game (especially the biomes) are just lovely.
     
  6. Miturion

    Miturion Member

    I would love to see more of the factory look from those pictures too. They look much better then the current houses.