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Clockwork empires blog
Clockwork empires blog






clockwork empires blog

The end result is a game that’s tailor-made for telling stories, even though it has no concrete story itself. That’s a scary (and admittedly intriguing) line, when it comes to games. But as I said, we’re drawing closer and closer to that arbitrary line between what constitutes real human behavior and what we can chalk up to programming. Sure, we’ve seen similar (though arguably simpler) systems at play in, for instance, The Sims or The Elder Scrolls’ Radiant AI. Clockwork Empires has Steam Knights in true steampunk fashion.Īnd at the heart of it all is this memory system. Like Dungeons of Dredmor (or, for a more apt comparison, Dwarf Fortress), the game looks to be built on so many interconnecting systems that eventually crazy and “unpredictable” events bloom from sheer chaos.īut it’s not all drinking and mayhem. We’re all connected, manĬlockwork Empires is full of small, emergent moments like this. Not only does she run away, but after a few minutes standing behind a house and looking haunted by her recent past, she walks over to your village’s stash of supplies and starts pounding alcohol-drinking to forget. Her resolve finally breaks, and she runs away. Seriously, you can pull up a list of the last things her brain has “remembered,” and those deaths are in there. The fourth soldier? Well, she’s now surrounded by the bodies of her dead compatriots, and her brain has studiously stored this information in her head. They start popping off rounds at the fish people, but the fish people are tenacious. Your soldiers run and grab guns, like the good little militia they are.








Clockwork empires blog