A Look Behind ‘Clockwork Empires’, Gaslamp Games Talk Engine Development

Just today Gaslamp Games posted a brand new post about their up and coming new title Clockwork Empires. The post focuses greatly on the overall engine development for the game categorizing a couple of the shortcomings. Such as having the models only occupying one sixth of the game tile instead of the desired one quarter and the joy of image exporting.

Looking back at the first ever screenshot of Clockwork empires it is very interesting to see how developers actually go about making the engine and the order they implement parts of it. It was interesting to find that shadows were put in very early to allow the developers to quickly assess if people were in the correct place, it is these little things that are very interesting in game development.

 

The stages of development really are interesting as it shows how Gaslamp games began to settle on the art style used after some trial and error with Minecraft styled aesthetics but moving away from its blocky nature for something a little more free flowing.

It is great that Gaslamp Games are staying true to their word and indeed showing us step by step the Clockwork Empires development cycle. This is all very interesting no doubt greatly to any indie developers out there as I am sure they can relate to some of the issues with exporting images into engines, along with the testing of different ideas in a very much trial and error process.

 

It is a very interesting and informative post for anyone interested in the game overall. It is no doubt very interesting to any developers as it shows the thought processes that go into making a new engine. The full article can be found on the official Gaslamp Games site here.

 

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